<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer item="ITEM_ID_ERWINHERS_SAIJO_O_WAZAMONO">
	<Data>
		<Sprite name="sword_Sprite" fileName="game/player_longhanditem4.rttex" textureSize="64,32" frame="6,1"/>
		<Sprite name="sword_glowing_Sprite" fileName="game/player_longhanditem4.rttex" textureSize="64,32" frame="7,1"/>
		<Sprite name="sword_slash_Sprite" fileName="game/particles11.rttex" textureSize="32" frame="9,14"/>
		<Sprite name="hit_Sprite" fileName="game/particles11.rttex" textureSize="32" frame="12,14"/>
		<Sprite name="break_Sprite" fileName="game/particles11.rttex" textureSize="32" frame="11,14"/>

		<Animations>
			<SpriteCurveAnimation name="sword_glowing_Sprite_idle" isLoop="true" playOnAction="IDLE|WALK|FALL|JUMP" sprite="sword_glowing_Sprite" animTime="5000">
				<Curve name="alpha">
					<KeyFrame>0.f, 0.f</KeyFrame>
					<KeyFrame>0.2f, 0.f </KeyFrame>
					<KeyFrame>0.4f, 1.f</KeyFrame>
					<KeyFrame>0.8f, 1.f</KeyFrame>
					<KeyFrame>1.f, 0.f</KeyFrame>
				</Curve>
			</SpriteCurveAnimation>
			<SpriteCurveAnimation name="sword_glowing_Sprite_punch" isLoop="true" playOnAction="PUNCH" sprite="sword_glowing_Sprite" animTime="100">
				<Curve name="alpha">
					<KeyFrame>0.f, 1.f</KeyFrame>
					<KeyFrame>1.f, 1.f</KeyFrame>
				</Curve>
			</SpriteCurveAnimation>
			<SpriteAnimation name="sword_slash_frames" autoPlay="false" sprite="sword_slash_Sprite">
				<Frame>10,14</Frame>
				<Frame>9,14</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="hit_Sprites" autoPlay="false" sprite="hit_Sprite">
				<Frame>13,14</Frame>
				<Frame>14,14</Frame>
				<Frame>12,14</Frame>
			</SpriteAnimation>
		</Animations>
		<ParticleSystems>
			<ParticleSystem name="slash_particle">
				<Emitter>
					<Set name="offset">0,-22</Set>
					<Set name="emissionInterval">0.25</Set>
					<Set name="lifeTime">0.25</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">1</Set>
				</Emitter>
				<Particle alternateSpriteFrameWithPunch="true">
					<Set name="sprite">sword_slash_Sprite</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">0.4</Set>
					<Set name="rotateWithVelocity">true</Set>
					<Set name="interpolateAlpha">false</Set>
					<Set name="initialAlpha">1</Set>
					<Set name="finalAlpha">1</Set>
					<Set name="interpolateVelocity">true</Set>
					<VectorTo name="initialVelocity" source="targetPos" duration="lifeTime" x="1" angle="0"/>
					<VectorTo name="finalVelocity" source="targetPos" duration="lifeTime" x="1" angle="0"/>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="hit_particle">
				<Emitter>
					<Set name="offset">0,0</Set>
					<Set name="lifeTime">2</Set>
					<Set name="particlesPerEmission">8</Set>
					<Set name="particlesToEmit">1</Set>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">hit_Sprite</Set>
					<Set name="blendingMode">ADDITIVE</Set>
					<Set name="isBackgroundParticle">false</Set>
					<Set name="useGravity">true</Set>
					<Set name="lifeTime">1</Set>
					<Set name="gravityVector">0, 100</Set>
					<Set name="initalRGB">1,1,1</Set>
					<Set name="initialRotationRate">15</Set>
					<Set name="finalRotationRate">5</Set>
					<Set name="initialAlpha">1</Set>
					<Set name="finalAlpha">0</Set>
					<Set name="interpolateAlpha">true</Set>
					<Set name="interpolateScale">true</Set>
					<Set name="initialScale">1,1</Set>
					<Random name="finalScale" min="0.2" max="0.5"/>
					<Set name="interpolateAngle">true</Set>
					<Random name="initialAngle" min="-360" max="360"/>
					<Random name="finalAngle" min="-360" max="360"/>
					<RandomRadial name="initialVelocity" angleRange="30,330" radiusRange="13.5,150"/>
					<Random name="posOffset" min="0, 0" max="16,16"/>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="break_particle">
				<Emitter>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">break_Sprite</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="isBackgroundParticle">false</Set>
					<Set name="lifeTime">0.5</Set>
					<Set name="initialScale">1,1</Set>
					<Set name="finalScale">1.3,1.3</Set>
					<Set name="interpolateScale">true</Set>
					<Set name="interpolateAlpha">true</Set>
					<Set name="initialAlpha">1</Set>
					<Set name="finalAlpha">0</Set>
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
		
		<RenderOptions>
			<Default>
				<Set name="HideParticlesOnTransform">false</Set>
				<Set name="IgnoreDefaultDestroyedTileEffect">true</Set>
				<Set name="PunchSoundOverride">HAND</Set>
			</Default>
		</RenderOptions>
		
	</Data>

	<RenderRules>
		<RenderHandItem value="1.23,7.3" >
			<SpriteRender name="sword_Sprite"/>
			<SpriteRender name="sword_glowing_Sprite" blend="PREMULTIPLIED_ALPHA" drawShadow="false"/>
		</RenderHandItem>
		<RenderInFront>
			<ParticleSystemRender name="break_particle"/>
			<ParticleSystemRender name="hit_particle"/>
		</RenderInFront>
		<OnPunchUpdate>
			<AvatarTransform class="Face">
				<Set name="face">MAD</Set>
			</AvatarTransform>
			<AvatarTransform class="ArmAngle">
				<Set name="armName">arm2Angle</Set>
				<Set name="armAngle">1200</Set>
				<Set name="isAdditive">true</Set>
				<Set name="pointTowardsPunchTarget">false</Set>
			</AvatarTransform>
		</OnPunchUpdate>
		<OnPunchStart>
			<ParticleSystemUpdate name="slash_particle"/>
		</OnPunchStart>
		<OnDamagedTile>
			<ParticleSystemUpdate name="hit_particle"/>
		</OnDamagedTile>
		<OnDestroyedTile>
			<ParticleSystemUpdate name="break_particle"/>
			<ParticleSystemUpdate name="hit_particle"/>
		</OnDestroyedTile>
		<SwitchOffClothingParticles>
			<ParticleSystemOff name="slash_particle"/>
			<ParticleSystemOff name="hit_particle"/>
			<ParticleSystemOff name="break_particle"/>
		</SwitchOffClothingParticles>
	</RenderRules>
</ItemRenderer>