<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer NPCType="Shriekgazer" NPCTypeID="3">
	<Data>
		<Sprite name="s_sprite" fileName="game/npc1.rttex" textureSize="32" frame="12,9" />
		<Sprite name="s_HitEffect" fileName="game/particles.rttex" textureSize="32" frame="10,9" />
		<Animations>
			<SpriteAnimation name="patrol" sprite="s_sprite" isLoop="true" animTime="700" playOnState="NPC.FlyPatrol">
				<Frame>12,9</Frame>
				<Frame>13,9</Frame>
				<Frame>14,9</Frame>
				<Frame>15,9</Frame>
				<Frame>16,9</Frame>
				<Frame>17,9</Frame>
				<Frame>18,9</Frame>
				<Frame>19,9</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="chase" sprite="s_sprite" isLoop="true" animTime="700" playOnState="NPC.Chase">
				<Frame>0,9</Frame>
				<Frame>1,9</Frame>
				<Frame>2,9</Frame>
				<Frame>3,9</Frame>
				<Frame>4,9</Frame>
				<Frame>5,9</Frame>
				<Frame>6,9</Frame>
				<Frame>7,9</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="anticipation" sprite="s_sprite" isLoop="false" animTime="400" playOnState="NPC.Anticipation">
				<Frame>8,9</Frame>
				<Frame>9,9</Frame>
				<Frame>10,9</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="attack" sprite="s_sprite" isLoop="true" animTime="50" playOnState="NPC.AttackProjectile">
				<Frame>11,9</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">0.44,0.27,0.48</Set>
					<RandomRadial name="initialVelocity" angleRange="0,360" radiusRange="30,90" />
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
		<StateMachines>
			<StateMachine name="NPC">
				<States>
					<State name="FlyPatrol"/>
					<State name="Chase"/>
					<State name="AttackProjectile"/>
					<State name="Anticipation"/>
				</States>
				<Transitions>
				</Transitions>
			</StateMachine>
		</StateMachines>
		<Components>
			<Info/>
			<MustKillNPC/>
			<StateMachineTimer>
				<Set name="NPC.Anticipation">0.75</Set>
				<Set name="NPC.AttackProjectile">0.25</Set>
			</StateMachineTimer>
			<Enemy>
				<Set name="SoulsReward">10</Set>
				<Set name="destroyTileId">3452</Set>
			</Enemy>
			<Movement/>
			<Damage>
				<Set name="damage">10</Set>
			</Damage>
			<StateMachine>
				<Set name="type">"Flyer"</Set>
				<Set name="chaseRange">250</Set>
				<Set name="patrolSpeed">50</Set>
				<Set name="chaseSpeed">100</Set>
				<Set name="attackRange">200</Set>
				<Set name="attackTimeoutInSeconds">0</Set>
				<Set name="patrolRange">160</Set>
				<Set name="projectileName">"ShriekgazerProjectile"</Set>
			</StateMachine>
			<Health>
				<Set name="healthAmount">250</Set>
				<Set name="maxHealth">250</Set>
			</Health>
			<Physics>
				<Set name="acceleration">0, 0</Set>
				<Set name="mass">20</Set>
				<Set name="drag">1.25, 1.25</Set>
			</Physics>
			<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>
			<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>