<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer NPCType="Axebeak">
	<Data>
		<Sprite name="s_sprite" fileName="game/npc2.rttex" textureSize="64" frame="10,0"/>
		<Sprite name="s_HitEffect" fileName="game/particles.rttex" textureSize="32" frame="10,9" />
		<Sprite name="s_curvedFeather" fileName="game/particles5.rttex" textureSize="32" frame="6,6"/>
		<Sprite name="slash_sprite" fileName="game/npc1.rttex" textureSize="32" frame="12,7"/>

		<Animations>
			<SpriteAnimation name="patrol" sprite="s_sprite" isLoop="true" animTime="400" autoPlay="false" playOnState="NPC.Patrol">
				<Frame>10,0</Frame>
				<Frame>11,0</Frame>
				<Frame>12,0</Frame>
				<Frame>13,0</Frame>
				<Frame>14,0</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="chase" sprite="s_sprite" isLoop="true" animTime="400" autoPlay="false" playOnState="NPC.Chase|NPC.AttackProjectile">
				<Frame>10,1</Frame>
				<Frame>11,1</Frame>
				<Frame>12,1</Frame>
				<Frame>13,1</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="jump" sprite="s_sprite" isLoop="false" animTime="50" autoPlay="false" playOnState="NPC.Jump">
				<Frame>14,1</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="fall" sprite="s_sprite" isLoop="false" animTime="50" autoPlay="false" playOnState="NPC.Fall">
				<Frame>15,1</Frame>
			</SpriteAnimation>			
			<SpriteAnimation name="feather" sprite="s_curvedFeather" isLoop="false" animTime="50" autoPlay="false">
				<Frame>6,6</Frame>
				<Frame>7,6</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="slash_anim" sprite="slash_sprite" animTime="800">
				<Frame>12,7</Frame>
				<Frame>13,7</Frame>
				<Frame>14,7</Frame>
				<Frame>15,7</Frame>
				<Frame>16,7</Frame>
				<Frame>17,7</Frame>
				<Frame>18,7</Frame>
				<Frame>19,7</Frame>
			</SpriteAnimation>
		</Animations>
		<ParticleSystems>
			<ParticleSystem name="fireParticle1" updateStage="Update" updateState="NPC.AttackProjectile">
				<Emitter>
					<Set name="offset">16,4</Set>
					<Set name="emissionInterval">0.6</Set>
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="offsetFacing">true</Set>
				</Emitter>
				<Particle usePlayerFacing="true">
					<Set name="sprite">slash_sprite</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="relativeToEmitter">true</Set>
					<Set name="collisionDamageAmount">40</Set>
					<Set name="destroyOnCollision">false</Set>
					<Set name="collisionSize">32,32</Set>
					<Set name="lifeTime">0.3</Set>
					<Set name="initialScale">1.5,1</Set>
					<Set name="collisionType">
						<CollisionType>PROJECTILES_ENEMY</CollisionType>
					</Set>
					<Set name="collisionFlag">
						<CollisionFlag>PLAYERS</CollisionFlag>
					</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_destroyFeathers" updateStage="OnDie">
				<Emitter>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">50</Set>
					<Set name="offset">0,0</Set>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Random name="offset" min="-10,-10" max="10.2,10.1"/>
					<Set name="sprite">s_curvedFeather</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">2</Set>
					<Set name="useGravity">true</Set>
					<Set name="gravityVector">0, 30</Set>
					<Set name="initalRGB">1,1,1</Set>
					<Set name="initialScale">0.5,0.5</Set>
					<Random name="flipX" min="false" max="true"/>
					<Set name="renderAlignment">UPPER_CENTER</Set>
					<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, -40, 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>
		<StateMachines>
			<StateMachine name="NPC" ServerOnly="true">
				<States start="Patrol">
					<NPCPlatformPatrol name="Patrol">
						<PatrolSpeed>100</PatrolSpeed>
						<DisableFall>false</DisableFall>
					</NPCPlatformPatrol>
					<NPCPlatformChase name="Chase">
						<ChaseSpeed>100</ChaseSpeed>
						<DisableFall>false</DisableFall>
					</NPCPlatformChase>
					<NPCPlatformChase name="AttackProjectile" ExitTime="1">
						<ChaseSpeed>100</ChaseSpeed>
						<DisableFall>false</DisableFall>
					</NPCPlatformChase>					
					<NPCPlatformJump name="Jump" ExitTime="0.4">
						<JumpHeight>65</JumpHeight>
					</NPCPlatformJump>
					<NPCFall name="Fall" ExitTime="0.33"/>
				</States>
				<Transitions>
					<Transition to="Fall" from="Patrol|Chase|Jump">
						<Condition>
							<IsOnGround>false</IsOnGround>
						</Condition>
					</Transition>
					<Transition to="Chase" from="Patrol|Jump|Fall|AttackProjectile">
						<Condition type="and">
							<IsOnGround>true</IsOnGround>
							<CheckNPCVelocity ComparisonElement="Y" operatorType="Less" abs="true">0.1</CheckNPCVelocity>
							<IsPlayerDistanceMatching operatorType="Less">128</IsPlayerDistanceMatching>
							<IsPlayerDistanceMatching operatorType="Greater">32</IsPlayerDistanceMatching>
						</Condition>
					</Transition>					
					<Transition to="Patrol" from="Chase|Jump|Fall|AttackProjectile">
						<Condition type="and">
							<IsOnGround>true</IsOnGround>
							<IsPlayerDistanceMatching operatorType="Greater">128</IsPlayerDistanceMatching>
						</Condition>
					</Transition>								
					<Transition to="AttackProjectile" from="Patrol|Chase|Jump|Fall|AttackProjectile">
						<Condition>
							<IsPlayerDistanceMatching operatorType="LessOrEqual">48</IsPlayerDistanceMatching>
						</Condition>
					</Transition>
					<Transition to="Jump" from="Chase">
						<Condition type="or">
							<SubCondition type="and">
								<CheckRandomRangeNumber EndNumber="2">0</CheckRandomRangeNumber>
								<IsPlayerDistanceMatching operatorType="Less">96</IsPlayerDistanceMatching>
								<CheckTimer ResetOnSuccess="true" name="timeToJump">true</CheckTimer>
							</SubCondition>
							<SubCondition type="and">
								<IsPlayerDistanceMatching operatorType="Less">128</IsPlayerDistanceMatching>
								<CheckTimer ResetOnSuccess="true" name="timeToJump">true</CheckTimer>
								<IsCollidableBetweenPoint Width="8" TargetOffset="0, -32">false</IsCollidableBetweenPoint>
								<SubCondition type="or">
									<SubCondition type="and">
										<IsCollidableBetweenTarget Width="8">true</IsCollidableBetweenTarget>
										<IsPlayerDistanceMatching operatorType="Greater">45</IsPlayerDistanceMatching>
									</SubCondition>
									<CheckPositionDifferenceToPlayer UseVertical="true" operatorType="Less">-16</CheckPositionDifferenceToPlayer>
								</SubCondition>
							</SubCondition>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
		</StateMachines>
		<Components>
			<Info/>
			<MustKillNPC/>
			<AttachmentSlotsCmp/>
			<TintOverrideCmp/>
			<StateMachineTimer>
				<Set name="timeToJump">2</Set>
			</StateMachineTimer>			
			<Enemy>
				<Set name="SoulsReward">8</Set>
				<Set name="destroyTileId">15418</Set>
			</Enemy>
			<Movement/>
			<Damage>
				<Set name="damage">10</Set>
			</Damage>
			<NPCRenderActionCmp/>
			<StateMachine/>d
			<Health>
				<Set name="healthAmount">400</Set>
				<Set name="maxHealth">400</Set>
			</Health>
			<Physics>
				<Set name="acceleration">0, 9.81</Set>
				<Set name="mass">40</Set>
				<Set name="drag">0.6, 0</Set>
			</Physics>
			<CollisionBox>
				<Set name="size">30,62</Set>
				<Set name="CollisionFlag">"PLAYERS|PROJECTILES"</Set>
				<Set name="CollisionType">"ENEMY_NPC"</Set>
			</CollisionBox>
			<DebugDraw/>
		</Components>
	</Data>
	<RenderRules>
		<Render>
			<SpriteRender name="s_sprite" offset="0,-1"/>
		</Render>		
		<RenderInFront>
			<Translate>0,-4,0</Translate>
			<NPCHealthBarRender TexturePath="interface/large/gui_event_npchealth_bar.rttex" TextureSize="17,9" TextureCoordinates="0,0"/>
		</RenderInFront>
		<SwitchOffClothingParticles>
			<ParticleSystemOff name="fireParticle1"/>
		</SwitchOffClothingParticles>
	</RenderRules>
</ItemRenderer>