<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer NPCType="DragonsBreath" NPCTypeID="11">
	<Data>
		<Sprite name="s_sprite" fileName="game/npc1.rttex" textureSize="32" frame="23,9"/>
		<Sprite name="s_HitEffect" fileName="game/npc1.rttex" textureSize="32" frame="22,8" />
		<Sprite name="s_MuzzleFlash" fileName="game/npc1.rttex" textureSize="32" frame="22,9" />
		<StateMachines>
			<StateMachine name="NPC">
				<States>
					<State name="Stationary"/>
					<State name="AttackProjectile"/>
					<State name="Anticipation"/>
				</States>
			</StateMachine>
		</StateMachines>
		<Animations>
			<SpriteAnimation name="a_sprite_static" playOnState="NPC.Stationary" sprite="s_sprite" isLoop="true">
				<Frame>23, 9</Frame>
			</SpriteAnimation>					
			<SpriteAnimation name="a_sprite_anticipation" playOnState="NPC.Anticipation" sprite="s_sprite" isLoop="false">
				<Frame>24, 9</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_sprite_attack" playOnState="NPC.AttackProjectile" sprite="s_sprite" isLoop="true">
				<Frame>25, 9</Frame>
			</SpriteAnimation>			
		</Animations>
		<ParticleSystems>
			<ParticleSystem name="ps_HitEffect" updateStage="OnDamaged">
				<Emitter>
					<Set name="particlesPerEmission">10</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_HitEffect</Set>
					<Set name="rotateWithVelocity">true</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 0</KeyFrame>
						<KeyFrame>0.4, 0</KeyFrame>
						<KeyFrame>0.41, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="initialScale">0.5,0.5</Set>
					<Set name="lifeTime">0.5</Set>
					<Set name="initalRGB">0.8,0.8,0</Set>
					<RandomRadial name="initialVelocity" angleRange="0,360" radiusRange="30,90" />
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_MuzzleFlash">
				<Emitter>
					<Set name="offset">20, 2</Set>
					<Set name="lifeTime">0</Set>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle usePlayerFacing="true">
					<Set name="sprite">s_MuzzleFlash</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 0</KeyFrame>
						<KeyFrame>0.5, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="lifeTime">0.15</Set>
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
		<Components>
			<StateMachineTimer>
				<Set name="NPC.Anticipation">0.5</Set>
				<Set name="NPC.AttackProjectile">0.5</Set>
			</StateMachineTimer>
			<Info/>
			<MustKillNPC/>
			<Enemy>
				<Set name="SoulsReward">2</Set>
			</Enemy>
			<Movement/>
			<Damage>
				<Set name="damage">0</Set>
				<Set name="destroyTileId">4344</Set>
			</Damage>
			<StateMachine>
				<Set name="type">"Stationary"</Set>
				<Set name="attackSpeed">0</Set>
				<Set name="attackRange">192</Set>
				<Set name="attackTimeoutInSeconds">1.5</Set>
				<Set name="projectileName">"DragonsBreathProjectile"</Set>
				<Set name="minRangeToAttack">32</Set>
			</StateMachine>
			<Health>
				<Set name="healthAmount">200</Set>
				<Set name="maxHealth">200</Set>
			</Health>
			<CollisionBox>
				<Set name="size">32,32</Set>
				<Set name="CollisionFlag">"PLAYERS|PROJECTILES"</Set>
				<Set name="CollisionType">"ENEMY_NPC"</Set>
			</CollisionBox>
			<DebugDraw/>
		</Components>
	</Data>
	<RenderRules>
		<Render>
			<ParticleSystemUpdate name="ps_MuzzleFlash" onState="NPC.AttackProjectile" />
			<SpriteRender name="s_sprite"/>
		</Render>
		<RenderInFront>
			<Translate>0,-4,0</Translate>
			<NPCHealthBarRender TexturePath="interface/large/gui_event_npchealth_bar.rttex" TextureSize="17,9" TextureCoordinates="0,0"/>
		</RenderInFront>
	</RenderRules>
</ItemRenderer>