<?xml version="1.0"?>
<ItemRenderer>
	<Data>
		<Sprite name="s_Crown" fileName="game/player_cosmetics4.rttex" textureSize="32" frame="1,10" />
		<Sprite name="s_CrystalSpike" fileName="game/particles_large17.rttex" textureSize="64" frame="0,15" />
		<Sprite name="s_Punch" fileName="game/particles_large17.rttex" textureSize="64" frame="9,15"/>
		<Sprite name="s_Flash" fileName="game/particles_large17.rttex" textureSize="64" frame="10,15"/>
		<Sprite name="s_Shard" fileName="game/particles8.rttex" textureSize="32" frame="8,1" />
		<Animations>
			<SequenceAnimation name="a_Crown" autoPlay="true" isLoop="true">
				<SpriteAnimation sprite="s_Crown" animTime="1000">
					<Frame>1,10</Frame>
				</SpriteAnimation>
				<SpriteAnimation sprite="s_Crown" animTime="50">
					<Frame>2,10</Frame>
				</SpriteAnimation>
				<SpriteAnimation sprite="s_Crown" animTime="200">
					<Frame>1,10</Frame>
				</SpriteAnimation>
				<SpriteAnimation sprite="s_Crown" animTime="50">
					<Frame>3,10</Frame>
				</SpriteAnimation>
				<SpriteAnimation sprite="s_Crown" animTime="50">
					<Frame>4,10</Frame>
				</SpriteAnimation>
				<SpriteAnimation sprite="s_Crown" animTime="100">
					<Frame>1,10</Frame>
				</SpriteAnimation>
				<SpriteAnimation sprite="s_Crown" animTime="50">
					<Frame>5,10</Frame>
				</SpriteAnimation>
				<SpriteAnimation sprite="s_Crown" animTime="200">
					<Frame>1,10</Frame>
				</SpriteAnimation>
				<SpriteAnimation sprite="s_Crown" animTime="50">
					<Frame>6,10</Frame>
				</SpriteAnimation>
				<SpriteAnimation sprite="s_Crown" animTime="50">
					<Frame>7,10</Frame>
				</SpriteAnimation>
				<SpriteAnimation sprite="s_Crown" animTime="50">
					<Frame>5,10</Frame>
				</SpriteAnimation>
				<SpriteAnimation sprite="s_Crown" animTime="200">
					<Frame>1,10</Frame>
				</SpriteAnimation>
				<SpriteAnimation sprite="s_Crown" animTime="50">
					<Frame>2,10</Frame>
				</SpriteAnimation>
				<SpriteAnimation sprite="s_Crown" animTime="100">
					<Frame>1,10</Frame>
				</SpriteAnimation>
				<SpriteAnimation sprite="s_Crown" animTime="50">
					<Frame>3,10</Frame>
				</SpriteAnimation>
				<SpriteAnimation sprite="s_Crown" animTime="100">
					<Frame>1,10</Frame>
				</SpriteAnimation>
				<SpriteAnimation sprite="s_Crown" animTime="50">
					<Frame>2,10</Frame>
				</SpriteAnimation>
				<SpriteAnimation sprite="s_Crown" animTime="50">
					<Frame>1,10</Frame>
				</SpriteAnimation>
				<SpriteAnimation sprite="s_Crown" animTime="50">
					<Frame>6,10</Frame>
				</SpriteAnimation>
			</SequenceAnimation>
			<SpriteAnimation name="a_CrystalSpike" sprite="s_CrystalSpike" animTime="600" playOnState="HideBody.Yes" isLoop="true">
				<Frame>0,15</Frame>
				<Frame>1,15</Frame>
				<Frame>2,15</Frame>
				<Frame>3,15</Frame>
				<Frame>4,15</Frame>
				<Frame>5,15</Frame>
				<Frame>6,15</Frame>
				<Frame>7,15</Frame>
				<Frame>8,15</Frame>
				<Frame>9,15</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_Shard" sprite="s_Shard" animTime="300">
				<Frame>8,1</Frame>
				<Frame>10,1</Frame>
			</SpriteAnimation>
		</Animations>
		<StateMachines>
			<StateMachine name="HideBody">
				<States>
					<State name="No"/>
					<State name="Yes"/>
				</States>
				<Transitions>
					<Transition to="No" from="Yes">
						<Condition type="or">
							<IsAction operatorType="NotEqual">PUNCH</IsAction>
							<IsZombified>true</IsZombified>
						</Condition>
					</Transition>
					<Transition to="Yes" from="No">
						<Condition type="and">
							<IsAction>PUNCH</IsAction>
							<IsZombified>false</IsZombified>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
		</StateMachines>
		<ParticleSystems>
			<ParticleSystem name="ps_Flash">
				<Emitter>
					<Set name="offset">0, -28</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Set name="checkParticleNumToEmit">true</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_Flash</Set>
					<Set name="useGravity">true</Set>
					<Set name="lifeTime">0.25</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.6, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Curve name="initialScale">
						<KeyFrame>0, 0.2, 0.2</KeyFrame>
						<KeyFrame>1, 1.2, 1.2</KeyFrame>
					</Curve>
					<Set name="relativeToEmitter">true</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_Punch">
				<Emitter>
					<Set name="offset">0, -16</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="lifeTime">0.3</Set>
					<Set name="emissionInterval">0.05</Set>
					<Set name="infParticles">true</Set>
					<Set name="checkParticleNumToEmit">true</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_Punch</Set>
					<Set name="rotateWithVelocity">false</Set>
					<Set name="useGravity">true</Set>
					<Set name="lifeTime">0.5</Set>
					<VectorTo name="initialVelocity" source="targetPos" duration="lifeTime" x="1" upSpeed="-600"/>
					<Set name="gravityVector">0, 2400</Set>
					<Random name="initialRotationRate" min="400" max="800"/>
					<Set name="initialScale">0.5,0.5</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_Shard">
				<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">s_Shard</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">0.6</Set>
					<Set name="rotateWithVelocity">true</Set>
					<Random name="initialAngle" min="0" max="360"/>
					<Random name="initialRotationRate" min="400" max="800"/>
					<Set name="initialScale">0.5,0.5</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.5, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<RandomRadial name="initialVelocity" angleRange="0,360" radiusRange="50,150"/>
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
		<RenderOptions>
			<Default>
				<Set name="UserNameOffset">6</Set>
				<Set name="TransformOnPunch">true</Set>
			</Default>
		</RenderOptions>
	</Data>
	<RenderRules>
		<RenderHat>
			<SpriteRender name="s_Crown" blend="PREMULTIPLIED_ALPHA" drawShadow="true" alignment="DOWN_CENTER" offset="0,-16" />
		</RenderHat>
		<Update>
			<ParticleSystemUpdate name="ps_Flash" onState="HideBody.Yes"/>
			<ParticleSystemUpdate name="ps_Punch" onState="HideBody.Yes"/>
		</Update>
		<RenderTransform>
			<Group>
				<Scale>0.8,0.8,1</Scale>
				<SpriteRender name="s_CrystalSpike" blend="PREMULTIPLIED_ALPHA" drawShadow="true" alignment="CENTER" onState="HideBody.Yes"/>
			</Group>
		</RenderTransform>
		<OnDamagedTile>
			<ParticleSystemUpdate name="ps_Shard"/>
		</OnDamagedTile>
		<OnDestroyedTile>
			<ParticleSystemUpdate name="ps_Shard"/>
		</OnDestroyedTile>
	</RenderRules>
</ItemRenderer>
