<?xml version="1.0"?>
<ItemRenderer>
	<Data>
		<Sprite name="s_ElectricAura" fileName="game/particles_large13.rttex" textureSize="64" frame="7,4" />
		<Sprite name="s_HitEffect" fileName="game/particles_large13.rttex" textureSize="64" frame="6,8" />
		<Sprite name="s_HitSparkles" fileName="game/particles11.rttex" textureSize="32" frame="29,6" />
		<Sprite name="s_Pants" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="5,9" />
		<Sprite name="s_PunchParticle" fileName="game/particles11.rttex" textureSize="32" frame="29,7" />
		<Animations>
			<SpriteAnimation name="a_ElectricAura" sprite="s_ElectricAura" animTime="500" autoPlay="true" isLoop="true">
				<Frame>7,4</Frame>
				<Frame>8,4</Frame>
				<Frame>9,4</Frame>
				<Frame>10,4</Frame>
				<Frame>11,4</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_HitEffect" sprite="s_HitEffect" animTime="500">
				<Frame>10,8</Frame>
				<Frame>6,8</Frame>
				<Frame>7,8</Frame>
				<Frame>8,8</Frame>
				<Frame>9,8</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_HitSparkles" sprite="s_HitSparkles" animTime="200">
				<Frame>29,6</Frame>
				<Frame>30,6</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_PunchParticle" sprite="s_PunchParticle" animTime="400" isLoop="true" playOnState="Action.Punch">
				<Frame>29,7</Frame>
				<Frame>30,7</Frame>
			</SpriteAnimation>
		</Animations>
		<StateMachines>
			<StateMachine name="Action">
				<States>
					<State name="None" />
					<State name="Punch" />
				</States>
				<Transitions>
					<Transition to="None" from="Punch">
						<Condition>
							<IsAction operatorType="NotEqual">PUNCH</IsAction>
						</Condition>
					</Transition>
					<Transition to="Punch" from="None">
						<Condition>
							<IsAction>PUNCH</IsAction>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
		</StateMachines>
		<RenderOptions>
			<Default>
				<Set name="IncludeAllActions">true</Set>
				<Set name="IgnorePunchTypeCheck">true</Set>
				<Set name="IgnoreDefaultDamagedTileEffect">true</Set>
				<Set name="IgnoreDefaultDestroyedTileEffect">true</Set>
				<Set name="IgnorePunchTypeDamagedTileCheck">true</Set>
			</Default>
		</RenderOptions>
		<ParticleSystems>
			<ParticleSystem name="ps_HitEffect" updateStage="OnDamagedTile">
				<Emitter>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_HitEffect</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialScale">
						<KeyFrame>0, 0.75, 0.75</KeyFrame>
						<KeyFrame>1, 1.5, 1.5</KeyFrame>
					</Curve>
					<Set name="lifeTime">0.5</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_HitSparkles" updateStage="OnDamagedTile">
				<Emitter>
					<Set name="particlesPerEmission">15</Set>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">s_HitSparkles</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">0.5</Set>
					<RandomRadial name="initialVelocity" angleRange="0,360" radiusRange="75,120" />
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
	</Data>
	<RenderRules>
		<RenderPants>
			<SpriteRender name="s_Pants" alignment="DOWN_CENTER" />
		</RenderPants>
		<RenderInFront>
			<StopIf>
				<IsZombified>true</IsZombified>
			</StopIf>
			<SpriteRender name="s_ElectricAura" alignment="DOWN_CENTER" drawShadow="false" blend="PREMULTIPLIED_ALPHA" tintOverride="255,255,255,255"/>
			
			<ContextUpdate type="SetFlip">
				<Set name="flip">0,1</Set>
				<Set name="flipPeriod">true</Set>
				<Set name="period">300</Set>
			</ContextUpdate>
			<ContextUpdate type="PositionTargetOffset" onState="Action.Punch">
				<Set name="targetOffsetRange">10, 10</Set>
			</ContextUpdate>
			<SpriteRender name="s_PunchParticle" offset="0,-12" alignmentLeft="LEFT_CENTER" alignmentRight="RIGHT_CENTER" 
				drawShadow="false" blend="PREMULTIPLIED_ALPHA" stretchToTarget="true" tintOverride="255,255,255,255" onState="Action.Punch" />
		</RenderInFront>
		<OnDestroyedTile>
			<ParticleSystemUpdate name="ps_HitEffect"/>
			<ParticleSystemUpdate name="ps_HitSparkles"/>
		</OnDestroyedTile>
	</RenderRules>
</ItemRenderer>
