<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer item="ITEM_ID_ABYSSAL_CYAN_DA_VINCI_WINGS">
	<Data>
		<StateMachines>
			<StateMachine name="playerState">
				<States>
					<State name="Idle"/>
					<State name="Move"/>
					<State name="Fall"/>
					<State name="Jump"/>
					<State name="DoubleJump"/>
					<State name="SpiritGuide"/>
				</States>
				<Transitions>
					<Transition from="SpiritGuide|Jump|Fall|Move|DoubleJump" to="Idle" >
						<Condition>
							<IsVariableFloat name="speed.length" operator="Less" abs="true">0.1</IsVariableFloat>
						</Condition>
					</Transition>
					<Transition from="SpiritGuide|Jump|Fall|Idle|DoubleJump" to="Move">
						<Condition type="and">
							<IsWearing operatorType="NotEqual" slot="CHESTITEM">ITEM_ID_HAUNTED</IsWearing>
							<IsAction>WALK</IsAction>
						</Condition>
					</Transition>				
					<Transition from="Move|Jump|Fall|Idle|DoubleJump" to="SpiritGuide">
						<Condition type="and">
							<IsWearing slot="CHESTITEM">ITEM_ID_HAUNTED</IsWearing>
							<IsVariableFloat name="speed.length" operator="Greater" abs="true">0</IsVariableFloat>
							<IsAction operatorType="NotEqual">FALL</IsAction>
						</Condition>
					</Transition>
					<Transition from="SpiritGuide|Fall|Move|Idle" to="Jump">
						<Condition type="and">
							<IsWearing operatorType="NotEqual" slot="CHESTITEM">ITEM_ID_HAUNTED</IsWearing>
							<IsAction>JUMP</IsAction>
						</Condition>
					</Transition>
					<Transition from="Jump|Fall" to="DoubleJump">
						<Condition>
							<IsAction>JUMPDOUBLE</IsAction>
						</Condition>
					</Transition>
					<Transition from="DoubleJump|SpiritGuide|Jump|Idle|Move" to="Fall">
						<Condition type="and">
							<IsVariableFloat name="speed.y" operator="Greater" abs="false">0.01</IsVariableFloat>
							<IsAction>FALL</IsAction>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
			<StateMachine name="Facing">
				<States>
					<State name="Left"/>
					<State name="Right"/>
				</States>
				<Transitions>
					<Transition to="Left" from="Right">
						<Condition>
							<IsFacingLeft>true</IsFacingLeft>
						</Condition>
					</Transition>
					<Transition to="Right" from="Left">
						<Condition>
							<IsFacingLeft>false</IsFacingLeft>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
		</StateMachines>

		<Sprite name="cape_sprite" fileName="game/enigma_particles3.rttex" textureSize="64" frame="6,8"/>

		<Animations>
			<SpriteAnimation name="cape_idle" playOnState="playerState.Idle|playerState.SpiritGuide|playerState.Move" sprite="cape_sprite" isLoop="true" animTime="600">
				<Frame>6,8</Frame>
				<Frame>7,8</Frame>
				<Frame>8,8</Frame>
				<Frame>7,8</Frame>				
			</SpriteAnimation>
			
			<SpriteAnimation name="cape_dj" playOnState="playerState.DoubleJump" sprite="cape_sprite" isLoop="false" animTime="500">
                <Frame>9,8</Frame>
			</SpriteAnimation>			

      		<SpriteAnimation name="cape_f" playOnState="playerState.Fall" sprite="cape_sprite" isLoop="true" animTime="100">
        		<Frame>10,8</Frame>
			</SpriteAnimation>		
		
			<SpriteAnimation name="cape_j" playOnState="playerState.Jump" sprite="cape_sprite" isLoop="true" animTime="200">
				<Frame>9,8</Frame>
			</SpriteAnimation>			
		</Animations>
	</Data>

	<RenderRules>
		<RenderBackpack>
			<SpriteRender name="cape_sprite" offset="-4,-22"/>
		</RenderBackpack>
		<OnPunchUpdate>
			<AvatarTransform class="Face">
				<Set name="face">MAD</Set>
			</AvatarTransform>
		</OnPunchUpdate>
	</RenderRules>
</ItemRenderer>