<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer item="ITEM_ID_PARADE_FLOAT">
	<Data>
		<StateMachines>
			<StateMachine name="playerState">
				<States>
					<State name="Idle"/>
					<State name="Move"/>
					<State name="Fall"/>
					<State name="Jump"/>
					<State name="SpiritGuide"/>
				</States>
				<Transitions>
					<Transition from="SpiritGuide|Jump|Fall|Move" to="Idle" >
						<Condition>
							<IsVariableFloat name="speed.length" operator="Less" abs="true">0.1</IsVariableFloat>
						</Condition>
					</Transition>
					<Transition from="SpiritGuide|Jump|Fall|Idle" 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" 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="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>
		</StateMachines>

		<Sprite name="foot_front_Sprite" fileName="game/particles_large13.rttex" textureSize="64" frame="9,2"/>
		<Sprite name="foot_back_Sprite" fileName="game/particles_large13.rttex" textureSize="64" frame="9,2"/>
		<Sprite name="trail_Sprite" fileName="game/particles11.rttex" textureSize="32" frame="31,4"/>
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		<Animations>
			<SpriteAnimation name="foot1_Idle" playOnState="playerState.Idle|playerState.Jump|playerState.SpiritGuide" sprite="foot_front_Sprite" isLoop="true" animTime="100">
				<Frame>9,2</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="foot1_Fall" playOnState="playerState.Fall" sprite="foot_front_Sprite" isLoop="true" animTime="100">
				<Frame>11,2</Frame>
			</SpriteAnimation>			
			<SpriteAnimation name="foot1_Move" playOnState="playerState.Move" sprite="foot_front_Sprite" isLoop="true" animTime="100">
				<Frame>9,2</Frame>
				<Frame>10,2</Frame>
			</SpriteAnimation>
			
			<SpriteAnimation name="foot2_Idle" playOnState="playerState.Idle|playerState.Jump|playerState.SpiritGuide" sprite="foot_back_Sprite" isLoop="true" animTime="100">
				<Frame>9,3</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="foot2_Fall" playOnState="playerState.Fall" sprite="foot_back_Sprite" isLoop="true" animTime="100">
				<Frame>11,3</Frame>
			</SpriteAnimation>			
			<SpriteAnimation name="foot2_Move" playOnState="playerState.Move" sprite="foot_back_Sprite" isLoop="true" animTime="100">
				<Frame>10,3</Frame>
				<Frame>9,3</Frame>
			</SpriteAnimation>
		</Animations>
		
		<ParticleSystems>
			<ParticleSystem name="trail_particle">
				<Emitter>
					<Set name="lifeTime">1</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">10</Set>
					<Set name="emissionInterval">0.035</Set>
					<Set name="checkParticleNumToEmit">true</Set>
					<Set name="offset">-17,-2</Set>
				</Emitter>
				<Particle>
					<Random name="offset" min="-15,-10" max="15,-5"/>
					<Set name="sprite">trail_Sprite</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">1.2</Set>
					<Set name="useGravity">true</Set>
					<Set name="gravityVector">0, 30</Set>
					<Set name="initalRGB">1,1,1</Set>
					<Set name="initialScale">1,1</Set>
					<Random name="flipX" min="false" max="true"/>
					<Curve name="initialAngle">
						<KeyFrame>0, 0</KeyFrame>
						<KeyFrame>0.2, -15</KeyFrame>
						<KeyFrame>0.4, 15</KeyFrame>
						<KeyFrame>0.6, -15</KeyFrame>
						<KeyFrame>0.8, 15</KeyFrame>
						<KeyFrame>1, 0, 0</KeyFrame>
					</Curve>
					<Curve name="initialVelocity">
						<KeyFrame>0, 0</KeyFrame>
						<KeyFrame>0.2, -20, 0</KeyFrame>
						<KeyFrame>0.4, 50, 0</KeyFrame>
						<KeyFrame>0.6, -50, 0</KeyFrame>
						<KeyFrame>0.8, 50, 0</KeyFrame>
						<KeyFrame>1, 0, 0</KeyFrame>
					</Curve>
					<Set name="interpolateAlpha">true</Set>
					<Set name="initialAlpha">1</Set>
					<Set name="finalAlpha">0</Set>
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
		<RenderOptions>
			<Default>
				<Set name="PlayDefaultPunchAudio">true</Set>
				<Set name="ClothingOffsetFromShoes">-5.4</Set>
				<Set name="UserNameOffset">11</Set>
				<Set name="IsRidingBird">true</Set>
				<Set name="RenderShoesWithMermaidTail">true</Set>
				<Set name="ShoesHidesBodyLegs">true</Set>
				<Set name="ShoesShouldIgnoreRaptorLegsOffset">true</Set>
				<Set name="IsToRenderPants">false</Set>
			</Default>
		</RenderOptions>
	</Data>
	<RenderRules>
		<RenderShoes>
			<SpriteRender name="foot_back_Sprite" offset="0,-24"/>
			<SpriteRender name="foot_front_Sprite" offset="0,-24"/>
			<StopIf>
				<IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
			</StopIf>
		</RenderShoes>
		<OnPunchUpdate>
			<AvatarTransform class="Face">
				<Set name="face">MAD</Set>
			</AvatarTransform>
		</OnPunchUpdate>
		<AddClothingParticles>
			<ParticleSystemUpdate name="trail_particle" onState="playerState.Move|playerState.Fall|playerState.Jump|playerState.SpiritGuide"/>
		</AddClothingParticles>
		<SwitchOffClothingParticles>
			<ParticleSystemOff name="trail_particle"/>
		</SwitchOffClothingParticles>
	</RenderRules>
</ItemRenderer>