<?xml version="1.0" ?>
<ItemRenderer>
    <Data>
		<Sprite name="s_FeatheredWingTop" fileName="game/particles_large17.rttex" textureSize="64" frame="0,1" />
		<Sprite name="s_FeatheredWingTipTop" fileName="game/particles_large17.rttex" textureSize="64" frame="1,1" />
		<Sprite name="s_FeatheredWingBottom" fileName="game/particles_large17.rttex" textureSize="64" frame="0,0" />
		<Sprite name="s_FeatheredWingTipBottom" fileName="game/particles_large17.rttex" textureSize="64" frame="1,0" />
		<Sprite name="s_FeatheredTrail" fileName="game/particles12.rttex" textureSize="32" frame="21,11" />
		<Sprite name="s_MechanicalWingTop" fileName="game/particles_large17.rttex" textureSize="64" frame="0,5" />
		<Sprite name="s_MechanicalWingTipTop" fileName="game/particles_large17.rttex" textureSize="64" frame="1,5" />
		<Sprite name="s_MechanicalWingBottom" fileName="game/particles_large17.rttex" textureSize="64" frame="0,4" />
		<Sprite name="s_MechanicalWingTipBottom" fileName="game/particles_large17.rttex" textureSize="64" frame="1,4" />
		<Sprite name="s_MechanicalTrail" fileName="game/particles12.rttex" textureSize="32" frame="22,11" />
		<Sprite name="s_MechanicalSpark" fileName="game/particles12.rttex" textureSize="32" frame="21,12" />
        <Animations>
			<!-- Idle -->
            <SpriteAnimation name="a_FeatheredWingTop_Idle" sprite="s_FeatheredWingTop" isLoop="true" playOnState="Movement.Idle" animTime="400">
                <Frame>0,1</Frame>
                <Frame>2,1</Frame>
            </SpriteAnimation>
			<SpriteAnimation name="a_FeatheredWingTipTop_Idle" sprite="s_FeatheredWingTipTop" isLoop="true" playOnState="Movement.Idle" animTime="400">
                <Frame>1,1</Frame>
                <Frame>3,1</Frame>
            </SpriteAnimation>
			<SpriteAnimation name="a_FeatheredWingBottom_Idle" sprite="s_FeatheredWingBottom" isLoop="true" playOnState="Movement.Idle" animTime="400">
                <Frame>0,0</Frame>
                <Frame>2,0</Frame>
            </SpriteAnimation>
			<SpriteAnimation name="a_FeatheredWingTipBottom_Idle" sprite="s_FeatheredWingTipBottom" isLoop="true" playOnState="Movement.Idle" animTime="400">
                <Frame>1,0</Frame>
                <Frame>3,0</Frame>
            </SpriteAnimation>
			<!-- Jump -->
			<SpriteAnimation name="a_FeatheredWingTop_Jump" sprite="s_FeatheredWingTop" isLoop="false" playOnState="Movement.Jump" animTime="400">
                <Frame>0,3</Frame>
                <Frame>2,3</Frame>
				<Frame>4,3</Frame>
				<Frame>8,1</Frame>
            </SpriteAnimation>
			<SpriteAnimation name="a_FeatheredWingTipTop_Jump" sprite="s_FeatheredWingTipTop" isLoop="false" playOnState="Movement.Jump" animTime="400">
                <Frame>1,3</Frame>
                <Frame>3,3</Frame>
				<Frame>5,3</Frame>
				<Frame>9,1</Frame>
            </SpriteAnimation>
			<SpriteAnimation name="a_FeatheredWingBottom_Jump" sprite="s_FeatheredWingBottom" isLoop="false" playOnState="Movement.Jump" animTime="400">
                <Frame>0,2</Frame>
                <Frame>2,2</Frame>
				<Frame>4,2</Frame>
				<Frame>6,2</Frame>
            </SpriteAnimation>
			<SpriteAnimation name="a_FeatheredWingTipBottom_Jump" sprite="s_FeatheredWingTipBottom" isLoop="false" playOnState="Movement.Jump" animTime="400">
                <Frame>1,2</Frame>
                <Frame>3,2</Frame>
				<Frame>5,2</Frame>
				<Frame>7,2</Frame>
            </SpriteAnimation>
			<!-- Fall -->
			<SpriteAnimation name="a_FeatheredWingTop_Fall" sprite="s_FeatheredWingTop" isLoop="true" playOnState="Movement.Fall" animTime="400">
                <Frame>8,1</Frame>
            </SpriteAnimation>
			<SpriteAnimation name="a_FeatheredWingTipTop_Fall" sprite="s_FeatheredWingTipTop" isLoop="true" playOnState="Movement.Fall" animTime="400">
                <Frame>9,1</Frame>
            </SpriteAnimation>
			<SpriteAnimation name="a_FeatheredWingBottom_Fall" sprite="s_FeatheredWingBottom" isLoop="true" playOnState="Movement.Fall" animTime="400">
                <Frame>6,2</Frame>
            </SpriteAnimation>
			<SpriteAnimation name="a_FeatheredWingTipBottom_Fall" sprite="s_FeatheredWingTipBottom" isLoop="true" playOnState="Movement.Fall" animTime="400">
                <Frame>7,2</Frame>
            </SpriteAnimation>
			<!-- Mechanical Jump/Fall -->
			<SpriteCurveAnimation name="a_MechanicalWingTipTop_JumpFall" isLoop="true" sprite="s_MechanicalWingTipTop" animTime="1000" playOnState="Movement.Jump|Movement.Fall">
				<Curve name="alpha">
					<KeyFrame>0, 1</KeyFrame>
				</Curve>
			</SpriteCurveAnimation>
			<SpriteCurveAnimation name="a_MechanicalWingTipBottom_JumpFall" isLoop="true" sprite="s_MechanicalWingTipBottom" animTime="1000" playOnState="Movement.Jump|Movement.Fall">
				<Curve name="alpha">
					<KeyFrame>0, 1</KeyFrame>
				</Curve>
			</SpriteCurveAnimation>
			<SpriteAnimation name="a_MechanicalSpark" sprite="s_MechanicalSpark">
                <Frame>21,12</Frame>
                <Frame>22,12</Frame>
				<Frame>23,12</Frame>
            </SpriteAnimation>
		</Animations>
		<ParticleSystems>
			<ParticleSystem name="ps_FeatheredTrail_TL">
				<Emitter>
					<Set name="offset">5,0</Set>
          <Set name="offsetFacing">false</Set>
					<Random name="emissionInterval" min="0.13" max="0.3" />
					<Set name="infParticles">true</Set>
					<Set name="lifeTime">0.8</Set>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">s_FeatheredTrail</Set>
					<Random name="offset" min="-8, -4" max="8, 4" />
					<Set name="inSpecificOrder">true</Set>
					<Set name="lifeTime">1.5</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.3, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Random name="initialScale" min="0.3" max="0.4" />
					<Select name="initialRotationRate" input="randomNumber">
						<Item>90</Item>
						<Item>-90</Item>
					</Select>
					<Set name="useGravity">true</Set>
					<Curve name="initialVelocity">
						<KeyFrame>0, -30</KeyFrame>
						<KeyFrame>0.2, -20, -30</KeyFrame>
						<KeyFrame>0.4, 50, -30</KeyFrame>
						<KeyFrame>0.6, -50, -30</KeyFrame>
						<KeyFrame>0.8, 50, -30</KeyFrame>
						<KeyFrame>1, 0, 0</KeyFrame>
					</Curve>
					<Set name="gravityVector">0, 50</Set>
					<Random name="initialAngle" min="0" max="360" />
					<Select name="initalRGB" input="randomNumber">
					  <Item>"Primary_TL"</Item>
					  <Item>"Secondary_TL"</Item>
					</Select>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_FeatheredTrail_TR">
				<Emitter>
					<Set name="offset">5,0</Set>
          <Set name="offsetFacing">false</Set>
					<Random name="emissionInterval" min="0.13" max="0.3" />
					<Set name="infParticles">true</Set>
					<Set name="lifeTime">0.8</Set>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">s_FeatheredTrail</Set>
					<Random name="offset" min="-8, -4" max="8, 4" />
					<Set name="inSpecificOrder">true</Set>
					<Set name="lifeTime">1.5</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.3, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Random name="initialScale" min="0.3" max="0.4" />
					<Select name="initialRotationRate" input="randomNumber">
						<Item>90</Item>
						<Item>-90</Item>
					</Select>
					<Set name="useGravity">true</Set>
					<Curve name="initialVelocity">
						<KeyFrame>0, -30</KeyFrame>
						<KeyFrame>0.2, -20, -30</KeyFrame>
						<KeyFrame>0.4, 50, -30</KeyFrame>
						<KeyFrame>0.6, -50, -30</KeyFrame>
						<KeyFrame>0.8, 50, -30</KeyFrame>
						<KeyFrame>1, 0, 0</KeyFrame>
					</Curve>
					<Set name="gravityVector">0, 50</Set>
					<Random name="initialAngle" min="0" max="360" />
					<Select name="initalRGB" input="randomNumber">
					  <Item>"Primary_TR"</Item>
					  <Item>"Secondary_TR"</Item>
					</Select>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_FeatheredTrail_BL">
				<Emitter>
					<Set name="offset">0,18</Set>
          <Set name="offsetFacing">false</Set>
					<Random name="emissionInterval" min="0.18" max="0.35" />
					<Set name="infParticles">true</Set>
					<Set name="lifeTime">0.8</Set>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">s_FeatheredTrail</Set>
					<Random name="offset" min="-8, -4" max="8, 4" />
					<Set name="inSpecificOrder">true</Set>
					<Set name="lifeTime">1.5</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.3, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Random name="initialScale" min="0.3" max="0.4" />
					<Select name="initialRotationRate" input="randomNumber">
						<Item>90</Item>
						<Item>-90</Item>
					</Select>
					<Set name="useGravity">true</Set>
					<Curve name="initialVelocity">
						<KeyFrame>0, -30</KeyFrame>
						<KeyFrame>0.2, -20, -30</KeyFrame>
						<KeyFrame>0.4, 50, -30</KeyFrame>
						<KeyFrame>0.6, -50, -30</KeyFrame>
						<KeyFrame>0.8, 50, -30</KeyFrame>
						<KeyFrame>1, 0, 0</KeyFrame>
					</Curve>
					<Set name="gravityVector">0, 50</Set>
					<Random name="initialAngle" min="0" max="360" />
					<Select name="initalRGB" input="randomNumber">
					  <Item>"Primary_BL"</Item>
					  <Item>"Secondary_BL"</Item>
					</Select>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_FeatheredTrail_BR">
				<Emitter>
					<Set name="offset">0,18</Set>
          <Set name="offsetFacing">false</Set>
					<Random name="emissionInterval" min="0.18" max="0.35" />
					<Set name="infParticles">true</Set>
					<Set name="lifeTime">0.8</Set>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">s_FeatheredTrail</Set>
					<Random name="offset" min="-8, -4" max="8, 4" />
					<Set name="inSpecificOrder">true</Set>
					<Set name="lifeTime">1.5</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.3, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Random name="initialScale" min="0.3" max="0.4" />
					<Select name="initialRotationRate" input="randomNumber">
						<Item>90</Item>
						<Item>-90</Item>
					</Select>
					<Set name="useGravity">true</Set>
					<Curve name="initialVelocity">
						<KeyFrame>0, -30</KeyFrame>
						<KeyFrame>0.2, -20, -30</KeyFrame>
						<KeyFrame>0.4, 50, -30</KeyFrame>
						<KeyFrame>0.6, -50, -30</KeyFrame>
						<KeyFrame>0.8, 50, -30</KeyFrame>
						<KeyFrame>1, 0, 0</KeyFrame>
					</Curve>
					<Set name="gravityVector">0, 50</Set>
					<Random name="initialAngle" min="0" max="360" />
					<Select name="initalRGB" input="randomNumber">
					  <Item>"Primary_BR"</Item>
					  <Item>"Secondary_BR"</Item>
					</Select>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_MechanicalTrail_TL">
				<Emitter>
					<Set name="offset">-22,-12</Set>
					<Set name="emissionInterval">0.025</Set>
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Set name="particlesPerEmission">1</Set>
          <Set name="offsetFacing">false</Set>
          <Set name="rgbTint" source="Secondary_TL"/>
				</Emitter>
				<Particle angleRelativeToPlayerSpeed="true">
					<Set name="sprite">s_MechanicalTrail</Set>
					<Set name="inSpecificOrder">true</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 0.5</KeyFrame>
						<KeyFrame>0.3, 0.5</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="lifeTime">0.5</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_MechanicalTrail_TR">
				<Emitter>
					<Set name="offset">22,-12</Set>
					<Set name="emissionInterval">0.025</Set>
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Set name="particlesPerEmission">1</Set>
          <Set name="offsetFacing">false</Set>
          <Set name="rgbTint" source="Secondary_TR"/>
				</Emitter>
				<Particle angleRelativeToPlayerSpeed="true">
					<Set name="sprite">s_MechanicalTrail</Set>
					<Set name="inSpecificOrder">true</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 0.5</KeyFrame>
						<KeyFrame>0.3, 0.5</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="lifeTime">0.5</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_MechanicalTrail_BL">
				<Emitter>
					<Set name="offset">-6,18</Set>
					<Set name="emissionInterval">0.025</Set>
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Set name="particlesPerEmission">1</Set>
          <Set name="offsetFacing">false</Set>
          <Set name="rgbTint" source="Secondary_BL"/>
				</Emitter>
				<Particle angleRelativeToPlayerSpeed="true">
					<Set name="sprite">s_MechanicalTrail</Set>
					<Set name="inSpecificOrder">true</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 0.5</KeyFrame>
						<KeyFrame>0.3, 0.5</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="lifeTime">0.5</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_MechanicalTrail_BR">
				<Emitter>
					<Set name="offset">6,18</Set>
					<Set name="emissionInterval">0.025</Set>
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Set name="particlesPerEmission">1</Set>
          <Set name="offsetFacing">false</Set>
          <Set name="rgbTint" source="Secondary_BR"/>
				</Emitter>
				<Particle angleRelativeToPlayerSpeed="true">
					<Set name="sprite">s_MechanicalTrail</Set>
					<Set name="inSpecificOrder">true</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 0.5</KeyFrame>
						<KeyFrame>0.3, 0.5</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="lifeTime">0.5</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_MechanicalSpark_TL">
				<Emitter>
					<Set name="offset">0,0</Set>
					<Set name="emissionInterval">0.1</Set>
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Set name="particlesPerEmission">1</Set>
          <Set name="offsetFacing">false</Set>
          <Set name="rgbTint" source="Primary_TL"/>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">s_MechanicalSpark</Set>
					<Set name="relativeToEmitter">false</Set>
					<Random name="offset" min="-7, -4" max="7, 4" />
					<Set name="inSpecificOrder">true</Set>
					<Set name="blendingMode">ADDITIVE</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.3, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="initialScale">0.5, 0.5</Set>
					<Set name="lifeTime">0.75</Set>
					<Set name="initialVelocity">0, 20</Set>
					<Random name="initialAngle" min="0" max="360" />
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_MechanicalSpark_TR">
				<Emitter>
					<Set name="offset">0,0</Set>
					<Set name="emissionInterval">0.1</Set>
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Set name="particlesPerEmission">1</Set>
          <Set name="offsetFacing">false</Set>
          <Set name="rgbTint" source="Primary_TR"/>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">s_MechanicalSpark</Set>
					<Set name="relativeToEmitter">false</Set>
					<Random name="offset" min="-7, -4" max="7, 4" />
					<Set name="inSpecificOrder">true</Set>
					<Set name="blendingMode">ADDITIVE</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.3, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="initialScale">0.5, 0.5</Set>
					<Set name="lifeTime">0.75</Set>
					<Set name="initialVelocity">0, 20</Set>
					<Random name="initialAngle" min="0" max="360" />
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_MechanicalSpark_BL">
				<Emitter>
					<Set name="offset">0,18</Set>
					<Set name="emissionInterval">0.1</Set>
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Set name="particlesPerEmission">1</Set>
          <Set name="offsetFacing">false</Set>
          <Set name="rgbTint" source="Primary_BL"/>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">s_MechanicalSpark</Set>
					<Set name="relativeToEmitter">false</Set>
					<Random name="offset" min="-7, -4" max="7, 4" />
					<Set name="inSpecificOrder">true</Set>
					<Set name="blendingMode">ADDITIVE</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.3, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="initialScale">0.5, 0.5</Set>
					<Set name="lifeTime">0.75</Set>
					<Set name="initialVelocity">0, 20</Set>
					<Random name="initialAngle" min="0" max="360" />
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_MechanicalSpark_BR">
				<Emitter>
					<Set name="offset">0,18</Set>
					<Set name="emissionInterval">0.1</Set>
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Set name="particlesPerEmission">1</Set>
          <Set name="offsetFacing">false</Set>
          <Set name="rgbTint" source="Primary_BR"/>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">s_MechanicalSpark</Set>
					<Set name="relativeToEmitter">false</Set>
					<Random name="offset" min="-7, -4" max="7, 4" />
					<Set name="inSpecificOrder">true</Set>
					<Set name="blendingMode">ADDITIVE</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.3, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="initialScale">0.5, 0.5</Set>
					<Set name="lifeTime">0.75</Set>
					<Set name="initialVelocity">0, 20</Set>
					<Random name="initialAngle" min="0" max="360" />
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
        <VariableMap>
			<Set name="ItemUIDescription">To set the colors for the styles you need to enter RGB(Red, Green, Blue) values. To separate the individual values, you need to use a comma.</Set>
            <Set name="Visible_TL" UIName="Wings Visibility On/Off" UIDescription="Top Left Wing" UIOrder="0" RadioGroup="-1" ForceFloats="1" MaxLengthForInput="5">true</Set>
						<Set name="Trail_TL" UIName="Trail On/Off" UIOrder="1">true</Set>
            <Set name="Feathered_TL" UIName="Feathered" UIDescription="Wing Theming:" DescriptionType="textbox" UIOrder="2" RadioGroup="1" ForceFloats="1" MaxLengthForInput="5">true</Set>
            <Set name="Mechanical_TL" UIName="Mechanical"  UIOrder="3" RadioGroup="1" ForceFloats="1" MaxLengthForInput="5">false</Set>
            <Set name="Primary_TL" UIName="Color - R,G,B"  UIDescription="Primary Color:" DescriptionType="textbox" UIOrder="4" RadioGroup="-1" ForceFloats="1" MaxLengthForInput="13">0,120,220</Set>
            <Set name="Secondary_TL" UIName="Color - R,G,B"  UIDescription="Secondary Color:" DescriptionType="textbox" UIOrder="5" RadioGroup="-1" ForceFloats="1" MaxLengthForInput="13">255,73,255</Set>
			<Set name="Visible_BL" UIName="Wings Visibility On/Off" UIDescription="Bottom Left Wing" UIOrder="10" RadioGroup="-1" ForceFloats="1" MaxLengthForInput="5">true</Set>
						<Set name="Trail_BL" UIName="Trail On/Off" UIOrder="11">true</Set>
            <Set name="Feathered_BL" UIName="Feathered"  UIDescription="Wing Theming:" DescriptionType="textbox" UIOrder="12" RadioGroup="2" ForceFloats="1" MaxLengthForInput="5">true</Set>
            <Set name="Mechanical_BL" UIName="Mechanical"  UIOrder="13" RadioGroup="2" ForceFloats="1" MaxLengthForInput="5">false</Set>
            <Set name="Primary_BL" UIName="Color - R,G,B"  UIDescription="Primary Color:" DescriptionType="textbox" UIOrder="14" RadioGroup="-1" ForceFloats="1" MaxLengthForInput="13">0,120,220</Set>
            <Set name="Secondary_BL" UIName="Color - R,G,B"  UIDescription="Secondary Color:" DescriptionType="textbox" UIOrder="15" RadioGroup="-1" ForceFloats="1" MaxLengthForInput="13">255,73,255</Set>
			<Set name="Visible_TR" UIName="Wings Visibility On/Off" UIDescription="Top Right Wing" UIOrder="20" RadioGroup="-1" ForceFloats="1" MaxLengthForInput="5">true</Set>
						<Set name="Trail_TR" UIName="Trail On/Off" UIOrder="21">true</Set>
            <Set name="Feathered_TR" UIName="Feathered"  UIDescription="Wing Theming:" DescriptionType="textbox" UIOrder="22" RadioGroup="3" ForceFloats="1" MaxLengthForInput="5">true</Set>
            <Set name="Mechanical_TR" UIName="Mechanical"  UIOrder="23" RadioGroup="3" ForceFloats="1" MaxLengthForInput="5">false</Set>
            <Set name="Primary_TR" UIName="Color - R,G,B"  UIDescription="Primary Color:" DescriptionType="textbox" UIOrder="24" RadioGroup="-1" ForceFloats="1" MaxLengthForInput="13">0,120,220</Set>
            <Set name="Secondary_TR" UIName="Color - R,G,B"  UIDescription="Secondary Color:" DescriptionType="textbox" UIOrder="25" RadioGroup="-1" ForceFloats="1" MaxLengthForInput="13">255,73,255</Set>
			<Set name="Visible_BR" UIName="Wings Visibility On/Off" UIDescription="Bottom Right Wing" UIOrder="30" RadioGroup="-1" ForceFloats="1" MaxLengthForInput="5">true</Set>
						<Set name="Trail_BR" UIName="Trail On/Off" UIOrder="31">true</Set>
            <Set name="Feathered_BR" UIName="Feathered"  UIDescription="Wing Theming:" DescriptionType="textbox" UIOrder="32" RadioGroup="4" ForceFloats="1" MaxLengthForInput="5">true</Set>
            <Set name="Mechanical_BR" UIName="Mechanical"  UIOrder="33" RadioGroup="4" ForceFloats="1" MaxLengthForInput="5">false</Set>
            <Set name="Primary_BR" UIName="Color - R,G,B"  UIDescription="Primary Color:" DescriptionType="textbox" UIOrder="34" RadioGroup="-1" ForceFloats="1" MaxLengthForInput="13">0,120,220</Set>
            <Set name="Secondary_BR" UIName="Color - R,G,B"  UIDescription="Secondary Color:" DescriptionType="textbox" UIOrder="35" RadioGroup="-1" ForceFloats="1" MaxLengthForInput="13">255,73,255</Set>

          <Set name="wingTranslationLeft">-32,-29,0</Set>
          <Set name="updatedWingTranslationLeft">0,0,0</Set>
          <Set name="wingTranslationRight">32,-29,0</Set>
          <Set name="updatedWingTranslationRight">0,0,0</Set>
          <Set name="facingVariable">1, 1, 1</Set>
        </VariableMap>
        <StateMachines>
            <StateMachine name="Movement">
                <States>
                    <State name="Idle" />
                    <State name="Jump" />
                    <State name="Fall" />
                </States>
                <Transitions>
                    <Transition to="Idle" from="Fall">
                        <Condition type="and">
                            <IsVariableBool name="onGround">true</IsVariableBool>
                        </Condition>
                    </Transition>
                    <Transition to="Jump" from="Idle|Fall">
                        <Condition>
                            <IsAction>JUMP</IsAction>
                        </Condition>
                    </Transition>
                    <Transition to="Fall" from="Jump|Idle">
                        <Condition>
                            <IsAction>FALL</IsAction>
                        </Condition>
                    </Transition>
                </Transitions>
            </StateMachine>
			<StateMachine name="Moving">
				<States>
					<State name="No"/>
					<State name="Yes"/>
				</States>
				<Transitions>
					<Transition to="No" from="Yes">
						<Condition>
							<IsVariableFloat name="speed.length" operator="Less" abs="true">0.1</IsVariableFloat>
						</Condition>
					</Transition>
					<Transition to="Yes" from="No">
						<Condition>
							<IsVariableFloat name="speed.length" operator="Greater" abs="true">0.1</IsVariableFloat>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
        </StateMachines>
        <RenderOptions />
    </Data>
	<RenderRules>
		<RenderBackpack>
      <ContextUpdate type="SetFlip">
        <Set name="flip">0,0</Set>
      </ContextUpdate>
      <ArithmethicOperation LeftHandVariableName="updatedWingTranslationLeft" RightHandVariableName="wingTranslationLeft" OperationType="Set" />
      <ArithmethicOperation LeftHandVariableName="updatedWingTranslationLeft.x" RightHandVariableName="facingVariable.x" OperationType="Multiply" />
      <ArithmethicOperation LeftHandVariableName="updatedWingTranslationRight" RightHandVariableName="wingTranslationRight" OperationType="Set" />
      <ArithmethicOperation LeftHandVariableName="updatedWingTranslationRight.x" RightHandVariableName="facingVariable.x" OperationType="Multiply" />
			<!-- Bottom Left -->
			<Group>
				<StopIf>
					<CompareCustomVariable VariableNameToCompare="Visible_BL">false</CompareCustomVariable>
				</StopIf>
				<Translate>updatedWingTranslationLeft</Translate>
				<!-- Feathered -->
				<Group>
					<StopIf>
						<CompareCustomVariable VariableNameToCompare="Feathered_BL">false</CompareCustomVariable>
					</StopIf>
          <Group>
            <StopIf>
              <IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
            </StopIf>
						<ParticleSystemUpdate name="ps_FeatheredTrail_BL" onState="Moving.Yes"/>
          </Group>
					<!-- Primary -->
          <Group>
					<ContextUpdate type="SetTint">
						<Set name="tint">Primary_BL</Set>
					</ContextUpdate>
					<SpriteRender flip="0,0" name="s_FeatheredWingBottom"/>
          </Group>
					<!-- Secondary -->
          <Group>
					<ContextUpdate type="SetTint">
						<Set name="tint">Secondary_BL</Set>
					</ContextUpdate>
					<SpriteRender flip="0,0" name="s_FeatheredWingTipBottom"/>
				</Group>
				</Group>
				<!-- Mechanical -->
				<Group>
					<StopIf>
						<CompareCustomVariable VariableNameToCompare="Mechanical_BL">false</CompareCustomVariable>
					</StopIf>
					<!-- Primary -->
          <Group>
					<ContextUpdate type="SetTint">
						<Set name="tint">Primary_BL</Set>
					</ContextUpdate>
					<SpriteRender flip="0,0" name="s_MechanicalWingBottom"/>
          </Group>
          <Group>
            <StopIf>
              <IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
            </StopIf>
            <ParticleSystemUpdate name="ps_MechanicalSpark_BL" onState="Moving.Yes"/>
          </Group>
					<!-- Secondary -->
          <Group>
					<ContextUpdate type="SetTint">
						<Set name="tint">Secondary_BL</Set>
					</ContextUpdate>
					<SpriteRender flip="0,0" name="s_MechanicalWingTipBottom"/>
          </Group>
          <Group>
            <StopIf>
              <IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
            </StopIf>
            <ParticleSystemUpdate name="ps_MechanicalTrail_BL" onState="Moving.Yes"/>
          </Group>
				</Group>
			</Group>
			
			<!-- Bottom Right -->
			<Group>
				<StopIf>
					<CompareCustomVariable VariableNameToCompare="Visible_BR">false</CompareCustomVariable>
				</StopIf>
				<Translate>updatedWingTranslationRight</Translate>
				 <!--Feathered--> 
				<Group>
					<StopIf>
						<CompareCustomVariable VariableNameToCompare="Feathered_BR">false</CompareCustomVariable>
					</StopIf>
          <Group>
            <StopIf>
              <IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
            </StopIf>
            <ParticleSystemUpdate name="ps_FeatheredTrail_BR" onState="Moving.Yes"/>
          </Group>
					 <!--Primary--> 
          <Group>
					<ContextUpdate type="SetTint">
						<Set name="tint">Primary_BR</Set>
					</ContextUpdate>
					<SpriteRender flip="1,0" name="s_FeatheredWingBottom"/>
          </Group>
					 <!--Secondary--> 
          <Group>
					<ContextUpdate type="SetTint">
						<Set name="tint">Secondary_BR</Set>
					</ContextUpdate>
					<SpriteRender flip="1,0" name="s_FeatheredWingTipBottom"/>
				</Group>
				</Group>
				 <!--Mechanical--> 
				<Group>
					<StopIf>
						<CompareCustomVariable VariableNameToCompare="Mechanical_BR">false</CompareCustomVariable>
					</StopIf>
					 <!--Primary--> 
          <Group>
					<ContextUpdate type="SetTint">
						<Set name="tint">Primary_BR</Set>
					</ContextUpdate>
					<SpriteRender flip="1,0" name="s_MechanicalWingBottom"/>
          </Group>
          <Group>
            <StopIf>
              <IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
            </StopIf>
            <ParticleSystemUpdate name="ps_MechanicalSpark_BR" onState="Moving.Yes"/>
          </Group>
					 <!--Secondary--> 
          <Group>
					<ContextUpdate type="SetTint">
						<Set name="tint">Secondary_BR</Set>
					</ContextUpdate>
					<SpriteRender flip="1,0" name="s_MechanicalWingTipBottom"/>
          </Group>
          <Group>
            <StopIf>
              <IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
            </StopIf>
            <ParticleSystemUpdate name="ps_MechanicalTrail_BR" onState="Moving.Yes"/>
          </Group>
          </Group>
			</Group>
			
			 <!--Top Left--> 
			<Group>
				<StopIf>
					<CompareCustomVariable VariableNameToCompare="Visible_TL">false</CompareCustomVariable>
				</StopIf>
				 <!--Feathered--> 
				<Translate>updatedWingTranslationLeft</Translate>
				<Group>
					<StopIf>
						<CompareCustomVariable VariableNameToCompare="Feathered_TL">false</CompareCustomVariable>
					</StopIf>
          <Group>
            <StopIf>
              <IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
            </StopIf>
            <ParticleSystemUpdate name="ps_FeatheredTrail_TL" onState="Moving.Yes"/>
          </Group>
					 <!--Primary--> 
          <Group>
					<ContextUpdate type="SetTint">
						<Set name="tint">Primary_TL</Set>
					</ContextUpdate>
					<SpriteRender flip="0,0" name="s_FeatheredWingTop"/>
          </Group>
					 <!--Secondary--> 
          <Group>
					<ContextUpdate type="SetTint">
						<Set name="tint">Secondary_TL</Set>
					</ContextUpdate>
					<SpriteRender flip="0,0" name="s_FeatheredWingTipTop"/>
				</Group>
				</Group>
				 <!--Mechanical--> 
				<Group>
					<StopIf>
						<CompareCustomVariable VariableNameToCompare="Mechanical_TL">false</CompareCustomVariable>
					</StopIf>
					 <!--Primary--> 
          <Group>
					<ContextUpdate type="SetTint">
						<Set name="tint">Primary_TL</Set>
					</ContextUpdate>
					<SpriteRender flip="0,0" name="s_MechanicalWingTop"/>
          </Group>
          <Group>
            <StopIf>
              <IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
            </StopIf>
            <ParticleSystemUpdate name="ps_MechanicalSpark_TL" onState="Moving.Yes"/>
          </Group>
            <!--Secondary-->
          <Group>
            <ContextUpdate type="SetTint">
              <Set name="tint">Secondary_TL</Set>
            </ContextUpdate>
            <SpriteRender flip="0,0" name="s_MechanicalWingTipTop"/>
          </Group>
          <Group>
            <StopIf>
              <IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
            </StopIf>
            <ParticleSystemUpdate name="ps_MechanicalTrail_TL" onState="Moving.Yes"/>
          </Group>
          </Group>
			</Group>
			
			 <!--Top Right--> 
			<Group>
				<StopIf>
					<CompareCustomVariable VariableNameToCompare="Visible_TR">false</CompareCustomVariable>
				</StopIf>
				<Translate>updatedWingTranslationRight</Translate>				
				 <!--Feathered--> 
				<Group>
					<StopIf>
						<CompareCustomVariable VariableNameToCompare="Feathered_TR">false</CompareCustomVariable>
					</StopIf>
          <Group>
            <StopIf>
              <IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
            </StopIf>
            <ParticleSystemUpdate name="ps_FeatheredTrail_TR" onState="Moving.Yes"/>
          </Group>
					 <!--Primary--> 
          <Group>
					<ContextUpdate type="SetTint">
						<Set name="tint">Primary_TR</Set>
					</ContextUpdate>
					<SpriteRender flip="1,0" name="s_FeatheredWingTop"/>
          </Group>
					 <!--Secondary--> 
          <Group>
					<ContextUpdate type="SetTint">
						<Set name="tint">Secondary_TR</Set>
					</ContextUpdate>
					<SpriteRender flip="1,0" name="s_FeatheredWingTipTop"/>
				</Group>
				</Group>
				 <!--Mechanical--> 
				<Group>
					<StopIf>
						<CompareCustomVariable VariableNameToCompare="Mechanical_TR">false</CompareCustomVariable>
					</StopIf>
					 <!--Primary--> 
          <Group>
					<ContextUpdate type="SetTint">
						<Set name="tint">Primary_TR</Set>
					</ContextUpdate>
					<SpriteRender flip="1,0" name="s_MechanicalWingTop"/>
          </Group>
          <Group>
            <StopIf>
              <IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
            </StopIf>
            <ParticleSystemUpdate name="ps_MechanicalSpark_TR" onState="Moving.Yes"/>
          </Group>
					 <!--Secondary--> 
          <Group>
					<ContextUpdate type="SetTint">
						<Set name="tint">Secondary_TR</Set>
					</ContextUpdate>
					<SpriteRender flip="1,0" name="s_MechanicalWingTipTop"/>
          </Group>
          <Group>
            <StopIf>
              <IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
            </StopIf>
            <ParticleSystemUpdate name="ps_MechanicalTrail_TR" onState="Moving.Yes"/>
          </Group>
				</Group>
			</Group>
			
			<!-- Draw Particles -->
			<Group>
				<StopIf>
					<CompareCustomVariable VariableNameToCompare="Trail_TL">false</CompareCustomVariable>
				</StopIf>
				<ParticleSystemRender name="ps_FeatheredTrail_TL"/>
				<ParticleSystemRender name="ps_MechanicalTrail_TL"/>
				<ParticleSystemRender name="ps_MechanicalSpark_TL"/>
			</Group>
			<Group>
				<StopIf>
					<CompareCustomVariable VariableNameToCompare="Trail_TR">false</CompareCustomVariable>
				</StopIf>
				<ParticleSystemRender name="ps_FeatheredTrail_TR"/>
				<ParticleSystemRender name="ps_MechanicalTrail_TR"/>
				<ParticleSystemRender name="ps_MechanicalSpark_TR"/>
			</Group>
			<Group>
				<StopIf>
					<CompareCustomVariable VariableNameToCompare="Trail_BL">false</CompareCustomVariable>
				</StopIf>
				<ParticleSystemRender name="ps_FeatheredTrail_BL"/>
				<ParticleSystemRender name="ps_MechanicalTrail_BL"/>
				<ParticleSystemRender name="ps_MechanicalSpark_BL"/>
			</Group>
			<Group>
				<StopIf>
					<CompareCustomVariable VariableNameToCompare="Trail_BR">false</CompareCustomVariable>
				</StopIf>
				<ParticleSystemRender name="ps_FeatheredTrail_BR"/>
				<ParticleSystemRender name="ps_MechanicalTrail_BR"/>
				<ParticleSystemRender name="ps_MechanicalSpark_BR"/>
			</Group>
		</RenderBackpack>
	</RenderRules>
</ItemRenderer>
