<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer item="ITEM_ID_QAYS_AND_LAYLA">
	<Data>
		<Sprite name="front_sword" fileName="game/player_longhanditem3.rttex" textureSize="64,32" frame="6,15"/>
		<Sprite name="back_sword" fileName="game/player_longhanditem3.rttex" textureSize="64,32" frame="7,15"/>
		<Sprite name="sword_slash_Sprite" fileName="game/particles_large12.rttex" textureSize="64" frame="12,3"/>
		<Sprite name="spark_Sprite" fileName="game/particles11.rttex" textureSize="32" frame="25,4"/>
		<Sprite name="hit_black_Sprite" fileName="game/particles_large12.rttex" textureSize="64" frame="12,4"/>
		<Sprite name="hit_red_Sprite" fileName="game/particles_large12.rttex" textureSize="64" frame="13,4"/>
		<Animations>
			<SpriteAnimation name="hit_Sprites" autoPlay="false" sprite="spark_Sprite">
				<Frame>25,4</Frame>
				<Frame>26,4</Frame>
				<Frame>27,4</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="sword_slash_frames" autoPlay="false" sprite="sword_slash_Sprite">
				<Frame>12,3</Frame>
				<Frame>13,3</Frame>
			</SpriteAnimation>
		</Animations>
		<ParticleSystems>
			<ParticleSystem name="hit_black_particle_stamp">
				<Emitter>
					<Set name="lifeTime">1</Set>
					<Set name="particlesToEmit">1</Set>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle>
					<Random name="initialAngle" min="-360" max="360"/>
					<Set name="sprite">hit_black_Sprite</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">0.5</Set>
					<Curve name="initialScale">
						<KeyFrame>0, 0.4,0.4</KeyFrame>
						<KeyFrame>1, 1.3,1.3</KeyFrame>
					</Curve>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="hit_red_particle_stamp">
				<Emitter>
					<Set name="lifeTime">1</Set>
					<Set name="particlesToEmit">1</Set>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle>
					<Random name="initialAngle" min="-360" max="360"/>
					<Set name="sprite">hit_red_Sprite</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">0.5</Set>
					<Curve name="initialScale">
						<KeyFrame>0, 0.4,0.4</KeyFrame>
						<KeyFrame>1, 1.3,1.3</KeyFrame>
					</Curve>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="slash_particle">
				<Emitter>
					<Set name="offset">9,-18</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="initialScale">1,1</Set>
					<Set name="initialAlpha">1</Set>
					<Set name="finalAlpha">1</Set>
					<Set name="interpolateVelocity">true</Set>
					<VectorTo name="initialVelocity" source="targetPos" duration="lifeTime" x="0.8" angle="0"/>
					<VectorTo name="finalVelocity" source="targetPos" duration="lifeTime" x="0.8" angle="0"/>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="hit_particle">
				<Emitter>
					<Set name="offset">0,0</Set>
					<Set name="lifeTime">0</Set>
					<Set name="particlesPerEmission">10</Set>
					<Set name="delayTimer">0.0</Set>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">spark_Sprite</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">0.5</Set>
					<Set name="initalRGB">1,1,1</Set>
					<Set name="initialScale">1,1</Set>
					<Set name="rotateWithVelocity">true</Set>
					<Set name="interpolateAlpha">true</Set>
					<RandomRadial name="initialVelocity" angleRange="0,360" radiusRange="200,250"/>
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
		<RenderOptions>
			<Default>
				<Set name="HideParticlesOnTransform">false</Set>
				<Set name="PunchSoundOverride">HAND</Set>
				<Set name="RenderBackArmInfected">true</Set>
				<Set name="RenderFrontArmInfected">true</Set>
				<Set name="RenderBackArmBuild">false</Set>
				<Set name="DefaultRenderMannequinHandItem">false</Set>
				<Set name="IgnoreDefaultDamagedTileEffect">true</Set>
			</Default>
		</RenderOptions>
	</Data>

	<RenderRules>
		<Update>
			<StopIf>
				<IsZombified>true</IsZombified>
			</StopIf>
			<AvatarTransform class="ArmAngle" onAction="PUNCH">
				<Set name="armName">arm2Angle</Set>
				<Set name="armAngle">1280</Set>
				<Set name="isAdditive">true</Set>
			</AvatarTransform>
			<StopIf type="or">
				<IsZombified>true</IsZombified>
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
				<IsWearing slot="SHOES">ITEM_ID_STAR_FIGHTER_REBEL_RAIDER</IsWearing>
				<IsWearing slot="SHOES">ITEM_ID_STAR_FIGHTER_IMPERIAL_ENFORCER</IsWearing>
			</StopIf>
			<AvatarTransform class="ArmAngle" onAction="IDLE">
				<Set name="armName">arm1Angle</Set>
				<Set name="armAngle">-60</Set>
			</AvatarTransform>
			<AvatarTransform class="ArmAngle" onAction="IDLE">
				<Set name="armName">arm2Angle</Set>
				<Set name="armAngle">60</Set>
			</AvatarTransform>
		</Update>
		<AddClothingParticles>

		</AddClothingParticles>
		<RenderBackHandItem>
			<StopIf>
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
			</StopIf>
			<SpriteRender name="back_sword" offset="-3, 4" rotationPoint="0,1" alignment="CENTER" rotateOffset="true"  blend="PREMULTIPLIED_ALPHA" onAction="JUMP|JUMPSTART|FALL|IDLE|WALK|SWIM"/>
			<StopIf>
				<IsZombified>true</IsZombified>
			</StopIf>
			<SpriteRender name="back_sword" offset="-3, 4" rotationPoint="0,1" alignment="CENTER" rotateOffset="true"  blend="PREMULTIPLIED_ALPHA" onAction="JUMP|JUMPSTART|FALL|IDLE|WALK|PUNCH|SWIM"/>
		</RenderBackHandItem>
		<RenderHandItem>
			<StopIf>
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
			</StopIf>
			<SpriteRender name="front_sword" offset="-0.1,8.3" rotateOffset="true" flip="1,0" blend="PREMULTIPLIED_ALPHA" onAction="IDLE|WALK|DANCE|SWIM"/>
			<SpriteRender name="front_sword" offset="-0.1,8.3" rotateOffset="true" blend="PREMULTIPLIED_ALPHA" onAction="JUMP|JUMPSTART|FALL|PUNCH"/>
		</RenderHandItem>
		<OnPunchStart>
			<StopIf>
				<IsZombified>true</IsZombified>
			</StopIf>
			<ParticleSystemUpdate name="slash_particle"/>
		</OnPunchStart>
		<OnPunchUpdate>
			<StopIf type="or">
				<IsZombified>true</IsZombified>
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
				<IsWearing slot="SHOES">ITEM_ID_STAR_FIGHTER_REBEL_RAIDER</IsWearing>
				<IsWearing slot="SHOES">ITEM_ID_STAR_FIGHTER_IMPERIAL_ENFORCER</IsWearing>
			</StopIf>
			<AvatarTransform class="Face">
				<Set name="face">MAD</Set>
			</AvatarTransform>
			<AvatarTransform class="ArmAngle" onAction="PUNCH">
				<Set name="armName">arm2Angle</Set>
				<Set name="animTime">1000</Set>
				<Set name="Curve">
					<KeyFrame>0.0, 0</KeyFrame>
					<KeyFrame>0.3, 0</KeyFrame>
					<KeyFrame>0.60, 350</KeyFrame>
					<KeyFrame>0.99, 720</KeyFrame>
				</Set>
			</AvatarTransform>
			<AvatarTransform class="ArmAngle" onAction="PUNCH">
				<Set name="armName">arm1Angle</Set>
				<Set name="animTime">1000</Set>
				<Set name="Curve">
					<KeyFrame>0.0, 60</KeyFrame>
					<KeyFrame>0.3, 350</KeyFrame>
					<KeyFrame>0.60, 350</KeyFrame>
					<KeyFrame>0.99, 720</KeyFrame>
				</Set>
			</AvatarTransform>
		</OnPunchUpdate>
		<OnDamagedTile>
			<ParticleSystemUpdate name="hit_black_particle_stamp"/>
			<ParticleSystemUpdate name="hit_red_particle_stamp"/>
			<ParticleSystemUpdate name="hit_particle"/>
		</OnDamagedTile>
		<SwitchOffClothingParticles>
			<ParticleSystemOff name="hit_black_particle_stamp"/>
			<ParticleSystemOff name="hit_red_particle_stamp"/>
			<ParticleSystemOff name="slash_particle"/>
			<ParticleSystemOff name="hit_particle"/>
		</SwitchOffClothingParticles>
	</RenderRules>
</ItemRenderer>