<?xml version="1.0" encoding="UTF-8" ?>
<objects>
	<pass name="WhiteCloud" enterEffect="enterWhiteCloud" exitEffect="" billboardX="true" shadowedX="false" border="false">
		<animation model="cloud01_stand" loop="true" type="default" />
		<animation model="cloud01_collapse" type="collapse" />
		<model value="cloud01" />
		<model value="cloud02" />
		<model value="cloud03" />
	</pass>
	<pass name="BitCoin" enterEffect="enterBitCoin" rot="0.7071,0,0,0.7071">
		<animation model="rotateZ" loop="true" type="default" />
		<model value="BitCoin" />
	</pass>
	<pass name="BitCoin2" enterEffect="enterBitCoin2" rot="0.7071,0,0,0.7071">
		<animation model="rotateZ" loop="true" type="default" />
		<model value="BitCoin2" />
	</pass>
	<pass name="Bush" enterEffect="enterBush" exitEffect="exitBush">
		<model value="Bush01"/>
		<model value="Bush02"/>
	</pass>
	<bg name="Mountain" block="true" shadowing="false">
		<model value="mountain01" />
		<model value="mountain02" />
	</bg>
	<bg name="House" block="true" friction="0.5">
		<model value="HouseA" />
		<!--<model value="HouseB" />-->
		<!--<model value="HouseC" />-->
	</bg>
	<bg name="PonyvilleDirt" shadowing="false" block="true" friction="0.5" snap="50">
		<model value="PonyvilleDirt01" />
		<model value="PonyvilleDirt02" />
		<model value="PonyvilleDirt03" />
	</bg>
	<bg name="Statue" block="true">
		<model value="StatueA" />
		<model value="StatueB" />
	</bg>
	<bg name="Tree" block="true" friction="0.5">
		<animation model="Tree01_sway" loop="true" type="default" />
		<model value="Tree01" />
		<model value="Tree02" />
	</bg>
	<bg name="Flag" block="true" friction="0.5">
		<animation model="LFlagSway01" loop="true" type="default" />
		<model value="Flag01" />
	</bg>
	<pass name="twilightHair">
		<model value="sparkleHair" />
	</pass>
	<pass name="twilightTail">
		<model value="sparkleTail" />
	</pass>
	<pass name="pinkieHair">
		<model value="pinkieHair" />
	</pass>
	<pass name="pinkieTail">
		<model value="pinkieTail" />
	</pass>
	<pass name="rarityHair">
		<model value="rarityHair" />
	</pass>
	<pass name="rarityTail">
		<model value="rarityTail" />
	</pass>
	<pass name="dashHair">
		<model value="dashHair" />
	</pass>
	<pass name="dashTail">
		<model value="dashTail" />
	</pass>
	<pass name="dashWing">
		<model value="wingSmall" matOverride="dashBody" />
	</pass>
	<pass name="mareeye">
		<model value="mareeye" />
	</pass>
	<pass name="maremouth">
		<model value="maremouth" />
	</pass>
	<pass name="pinkie" block="true">
		<model value="marebody" matOverride="pinkieBody" />
		<attach value="mareeye" ref="refHead" />
		<attach value="maremouth" ref="refHead" />
		<attach value="pinkieHair" ref="refHead" />
		<attach value="pinkieTail" ref="refTail" />
		<animation model="walk" loop="true" type="walk" speed="0.5"/>
	</pass>
	<pass name="twilight" block="true">
		<model value="marebody"/>
		<attach value="mareeye" ref="refHead" />
		<attach value="maremouth" ref="refHead" />
		<attach value="twilightHair" ref="refHead" />
		<attach value="twilightTail" ref="refTail" />
		<animation model="walk" loop="true" type="walk" speed="0.5"/>
	</pass>
	<pass name="rarity" block="true">
		<model value="marebody" matOverride="rarityBody" />
		<attach value="mareeye" ref="refHead" />
		<attach value="maremouth" ref="refHead" />
		<attach value="rarityHair" ref="refHead" />
		<attach value="rarityTail" ref="refTail" />
		<animation model="walk" loop="true" type="walk" speed="0.5"/>
	</pass>
	<pass name="dash" block="true">
		<model value="marebody" matOverride="dashBody" />
		<attach value="dashWing" ref="refRoot"/>
		<attach value="mareeye" ref="refHead" />
		<attach value="maremouth" ref="refHead" />
		<attach value="dashHair" ref="refHead" />
		<attach value="dashTail" ref="refTail" />
		<animation model="walk" loop="true" type="walk" speed="0.5"/>
	</pass>
	<event />
</objects>
<effects>
	<collapse name="collapse">
		<v value="32" />
	</collapse>
	<edit name="slow">
		<v target="invoker" field="vel" operator="mul" value="0.5" />
	</edit>
	<edit name="loseEnergy">
		<v target="invoker" field="energy" operator="sub" value="10" />
	</edit>
	<edit name="gatherEnergy">
		<v target="invoker" field="energy" operator="add" value="5" />
	</edit>
	<edit name="gatherCoin">
		<v target="invoker" field="coin" operator="add" value="1" />
	</edit>
	<edit name="gatherCoin5">
		<v target="invoker" field="coin" operator="add" value="5" />
	</edit>
	<edit name="gatherCoinScore">
		<v target="invoker" field="score" operator="add" value="10" />
	</edit>
	<edit name="gatherCoin5Score">
		<v target="invoker" field="score" operator="add" value="50" />
	</edit>
	<drag name="dragToInvoker">
		<v target="object" to="invoker" />
	</drag>
	<delay name="delay4dragToInvoker">
		<v time="4" effect="dragToInvoker" />
	</delay>
	<force name="upForce">
		<v target="object" value="0,16,0" />
	</force>
	<generate name="gen">
	</generate>
	<group name="slow_loseEnergy">
		<v effect="slow" />
		<v effect="loseEnergy" />
	</group>
	<group name="enterCliffWeak">
		<v effect="collapse" />
		<v effect="slow_loseEnergy" />
	</group>
	<group name="enterWhiteCloud">
		<v effect="collapse" />
		<v effect="playCloud" />
		<v effect="gatherEnergy" />
	</group>
	<play name="playCloud">
		<v value="soundCloud" target="invoker" />
	</play>
	<play name="playCoin">
		<v value="soundCoin" target="invoker" />
	</play>
	<group name="enterBitCoin">
		<v effect="collapse" />
		<v effect="upForce" />
		<v effect="delay4dragToInvoker" />
		<v effect="gatherCoin" />
		<v effect="gatherCoinScore" />
		<v effect="playCoin" />
	</group>
	<group name="enterBitCoin2">
		<v effect="collapse" />
		<v effect="upForce" />
		<v effect="delay4dragToInvoker" />
		<v effect="gatherCoin5" />
		<v effect="gatherCoin5Score" />
		<v effect="playCoin" />
	</group>
	<play name="playBush">
		<v value="soundBush" target="object" />
	</play>
	<applyAnimation name="applyBushAnimEnter" animID="enter">
		<animation model="BushSway01" loop="false" />
		<animation model="BushSway02" loop="false" />
	</applyAnimation>
	<applyAnimation name="applyBushAnim" animID="exit">
		<animation model="BushSway01" loop="false" />
		<animation model="BushSway02" loop="false" />
	</applyAnimation>
	<group name="enterBush">
		<v effect="playBush" />
		<v effect="applyBushAnimEnter" />
	</group>
	<group name="exitBush">
		<v effect="playBush" />
		<v effect="applyBushAnim" />
	</group>
</effects>
<sounds>
	<sound name="soundCloud">
		<file name="cloud1.ogg" />
		<file name="cloud1.ogg" />
		<v volume="1" />
	</sound>
	<sound name="soundCoin">
		<file name="CoinDrop.ogg" />
		<v volume="1" />
	</sound>
	<sound name="soundBush">
		<file name="Bush01.ogg" />
		<file name="Bush02.ogg" />
		<file name="Bush03.ogg" />
		<file name="Bush04.ogg" />
		<v volume="1" />
	</sound>
</sounds>
<animations>
</animations>
<materials>
	<material name="pinkieBody" diffuseMap="pinkie_cm.dds" diffuseColor="244,196,220" />
	<material name="rarityBody" diffuseMap="rarity_cm.dds" diffuseColor="236,240,244" />
	<material name="dashBody" diffuseMap="dash_cm.dds" diffuseColor="152,226,255" />
	<material name="PonyvilleTileA" diffuseMap="PonyvilleTileA.dds:2" opacityMap="PonyvilleTileANormal.png" />
</materials>
<tilesets>
	<tileset name="PonyvilleTileA" material="PonyvilleTileA">
		<tile id="0">
			<instance value="grass"/>
		</tile>
	</tileset>
</tilesets>
<characters>
	<character name="dash" velocityMax="64" accel="4" velocityDash="30" accelDesc="3" jump="36" turn="0.7">
		<model value="dash" />
	</character>
	<character name="sparkle" velocityMax="64" accel="4" velocityDash="30" accelDesc="3" jump="36" turn="0.7">
		<model value="twilight" />
	</character>
	<character name="pie" velocityMax="64" accel="4" velocityDash="30" accelDesc="3" jump="36" turn="0.7">
		<model value="pinkie" />
	</character>
	<character name="rarity" velocityMax="64" accel="4" velocityDash="30" accelDesc="3" jump="36" turn="0.7">
		<model value="rarity" />
	</character>
</characters>
<poss />