<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer NPCType="MimicChest" NPCTypeID="6">
	<Data>
		<Sprite name="s_sprite" fileName="game/npc2.rttex" textureSize="64" frame="0,0" />
		<Sprite name="s_HitEffect" fileName="game/particles.rttex" textureSize="32" frame="10,9" />
		<Animations>
			<SpriteAnimation name="patrol" sprite="s_sprite" isLoop="true" animTime="100" autoPlay="false" playOnState="NPC.Patrol">
				<Frame>0,0</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="chase" sprite="s_sprite" isLoop="true" animTime="400" autoPlay="false" playOnState="NPC.Chase|NPC.AttackProjectile">
				<Frame>1,0</Frame>
				<Frame>2,0</Frame>
				<Frame>3,0</Frame>
				<Frame>4,0</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="jump" sprite="s_sprite" isLoop="false" animTime="50" autoPlay="false" playOnState="NPC.Jump">
				<Frame>2,0</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="fall" sprite="s_sprite" isLoop="false" animTime="50" autoPlay="false" playOnState="NPC.Fall">
				<Frame>4,0</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">0.71,0.50,0.28</Set>
					<RandomRadial name="initialVelocity" angleRange="0,360" radiusRange="30,90" />
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
		<StateMachines>
			<StateMachine name="NPC">
				<States>
					<State name="Patrol"/>
					<State name="Chase"/>
					<State name="AttackProjectile"/>
					<State name="Jump"/>
					<State name="Fall"/>
					<State name="Anticipation"/>
				</States>
				<Transitions>
				</Transitions>
			</StateMachine>
		</StateMachines>
		<Components>
			<Info/>
			<MustKillNPC/>
			<StateMachineTimer>
				<Set name="NPC.Jump">0.4</Set>
				<Set name="NPC.Fall">0.2</Set>
				<Set name="NPC.Anticipation">0.25</Set>
				<Set name="NPC.AttackProjectile">0.4</Set>
			</StateMachineTimer>
			<Enemy>
				<Set name="SoulsReward">100</Set>
				<Set name="destroyTileId">14752</Set>
			</Enemy>
			<Movement/>
			<Damage>
				<Set name="damage">10</Set>
			</Damage>
			<NPCRenderActionCmp/>
			<StateMachine>
				<Set name="type">"PlatformJump"</Set>
				<Set name="chaseRange">128</Set>
				<Set name="attackSpeed">800</Set>
				<Set name="patrolSpeed">0</Set>
				<Set name="chaseSpeed">500</Set>
				<Set name="patrolRange">0</Set>
				<Set name="projectileName">"SwordsmanSlash"</Set>
				<Set name="attackRange">64</Set>
				<Set name="minRangeToAttack">32</Set>
			</StateMachine>
			<Health>
				<Set name="healthAmount">200</Set>
				<Set name="maxHealth">200</Set>
			</Health>
			<Jump>
				<Set name="timeout">1</Set>
				<Set name="timeToJump">1</Set>
				<Set name="percentChance">0.35</Set>
				<Set name="height">90</Set>
			</Jump>
			<Physics>
				<Set name="acceleration">0, 16</Set>
				<Set name="mass">40</Set>
				<Set name="drag">2, 0</Set>
			</Physics>
			<CollisionBox>
				<Set name="size">30,30</Set>
				<Set name="CollisionFlag">"PLAYERS|PROJECTILES"</Set>
				<Set name="CollisionType">"ENEMY_NPC"</Set>
			</CollisionBox>
			<DebugDraw/>
		</Components>
		<VariableMap>
			<Set name="position">0, -18, 0</Set>
		</VariableMap>
	</Data>
	<RenderRules>
		<Render>
			<Translate>position</Translate>
			<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" onState="NPC.Chase|NPC.AttackProjectile|NPC.Jump|NPC.Fall"/>
		</RenderInFront>
	</RenderRules>
</ItemRenderer>