
############ mad #############

entity = {
	name = "kaleidoscope_system_effect_frame_mad_entity"
	pdxmesh = "kaleidoscope_system_effect_frame_mesh"
	
	locator = { name = "inner_1"			position = { 0 	0	0	} rotation = { 0	0	0	} }
	locator = { name = "inner_2"			position = { 0 	0	0	} rotation = { 90	0	0	} }
	locator = { name = "inner_3"			position = { 0 	0	0	} rotation = { 180	0	0	} }
	locator = { name = "inner_4"			position = { 0 	0	0	} rotation = { 270 	0	0	} }

	locator = { name = "outer_1"			position = { 0 	0	0	} rotation = { 0	0	0	} }
	locator = { name = "outer_2"			position = { 0 	0	0	} rotation = { 90	0	0	} }
	locator = { name = "outer_3"			position = { 0 	0	0	} rotation = { 180	0	0	} }
	locator = { name = "outer_4"			position = { 0 	0	0	} rotation = { 270 	0	0	} }
	
	scale = 1
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0
}
	
	attach = { "inner_1"	= "kaleidoscope_system_effect_inner_1_mad_entity" }
	attach = { "inner_2"	= "kaleidoscope_system_effect_inner_2_mad_entity" }
	attach = { "inner_3"	= "kaleidoscope_system_effect_inner_3_mad_entity" }
	attach = { "inner_4"	= "kaleidoscope_system_effect_inner_4_mad_entity" }


	attach = { "outer_1"	= "kaleidoscope_system_effect_outer_1_mad_entity" }
	attach = { "outer_2"	= "kaleidoscope_system_effect_outer_2_mad_entity" }
	attach = { "outer_3"	= "kaleidoscope_system_effect_outer_3_mad_entity" }
	attach = { "outer_4"	= "kaleidoscope_system_effect_outer_4_mad_entity" }
	
	
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_inner_1_mad_entity"
	pdxmesh = "kaleidoscope_system_effect_inner_mad_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.035
				event = { time = 0 node = "main" particle = "kaleidoscope_system_mad_effect" keep_particle = yes trigger_once = yes }
	}		
		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.23
		uv_animation_direction 	= { 0.1 1.0 }
		}
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_inner_2_mad_entity"
	pdxmesh = "kaleidoscope_system_effect_inner_mad_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.035
			event = { time = 0 node = "main" particle = "kaleidoscope_system_mad_effect" keep_particle = yes trigger_once = yes }
	}		
		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.26
		uv_animation_direction 	= { -0.1 1.0 }
		}
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_inner_3_mad_entity"
	pdxmesh = "kaleidoscope_system_effect_inner_mad_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.035
			event = { time = 0 node = "main" particle = "kaleidoscope_system_mad_effect" keep_particle = yes trigger_once = yes }
	}		
		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0 1.0 }
		}
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_inner_4_mad_entity"
	pdxmesh = "kaleidoscope_system_effect_inner_mad_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.035
			event = { time = 0 node = "main" particle = "kaleidoscope_system_mad_effect" keep_particle = yes trigger_once = yes }
	}		
		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.24
		uv_animation_direction 	= { 0.2 1.0 }
		}
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_outer_1_mad_entity"
	pdxmesh = "kaleidoscope_system_effect_outer_mad_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.015}		
		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0 1.0 }
		}
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_outer_2_mad_entity"
	pdxmesh = "kaleidoscope_system_effect_outer_mad_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.015}		

		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.24
		uv_animation_direction 	= { 0.2 1.0 }
		}
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_outer_3_mad_entity"
	pdxmesh = "kaleidoscope_system_effect_outer_mad_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.015}		
		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.26
		uv_animation_direction 	= { -0.1 1.0 }
		}
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_outer_4_mad_entity"
	pdxmesh = "kaleidoscope_system_effect_outer_mad_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.015}		
		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.27
		uv_animation_direction 	= { 0.1 1.0 }
		}
	cull_radius = 20000
}


############ happy #############

entity = {
	name = "kaleidoscope_system_effect_frame_happy_entity"
	pdxmesh = "kaleidoscope_system_effect_frame_mesh"
	
	locator = { name = "inner_1"			position = { 0 	0	0	} rotation = { 0	0	0	} }
	locator = { name = "inner_2"			position = { 0 	0	0	} rotation = { 90	0	0	} }
	locator = { name = "inner_3"			position = { 0 	0	0	} rotation = { 180	0	0	} }
	locator = { name = "inner_4"			position = { 0 	0	0	} rotation = { 270 	0	0	} }

	locator = { name = "outer_1"			position = { 0 	0	0	} rotation = { 0	0	0	} }
	locator = { name = "outer_2"			position = { 0 	0	0	} rotation = { 90	0	0	} }
	locator = { name = "outer_3"			position = { 0 	0	0	} rotation = { 180	0	0	} }
	locator = { name = "outer_4"			position = { 0 	0	0	} rotation = { 270 	0	0	} }
	
	scale = 1
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0}
	
	attach = { "inner_1"	= "kaleidoscope_system_effect_inner_1_happy_entity" }
	attach = { "inner_2"	= "kaleidoscope_system_effect_inner_2_happy_entity" }
	attach = { "inner_3"	= "kaleidoscope_system_effect_inner_3_happy_entity" }
	attach = { "inner_4"	= "kaleidoscope_system_effect_inner_4_happy_entity" }


	attach = { "outer_1"	= "kaleidoscope_system_effect_outer_1_happy_entity" }
	attach = { "outer_2"	= "kaleidoscope_system_effect_outer_2_happy_entity" }
	attach = { "outer_3"	= "kaleidoscope_system_effect_outer_3_happy_entity" }
	attach = { "outer_4"	= "kaleidoscope_system_effect_outer_4_happy_entity" }
	
	
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_inner_1_happy_entity"
	pdxmesh = "kaleidoscope_system_effect_inner_happy_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.015
			event = { time = 0 node = "main" particle = "kaleidoscope_system_happy_effect" keep_particle = yes trigger_once = yes }
}		
		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.23
		uv_animation_direction 	= { 0.1 1.0 }
		}
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_inner_2_happy_entity"
	pdxmesh = "kaleidoscope_system_effect_inner_happy_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.015
				event = { time = 0 node = "main" particle = "kaleidoscope_system_happy_effect" keep_particle = yes trigger_once = yes }
}		
		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.26
		uv_animation_direction 	= { -0.1 1.0 }
		}
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_inner_3_happy_entity"
	pdxmesh = "kaleidoscope_system_effect_inner_happy_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.015
				event = { time = 0 node = "main" particle = "kaleidoscope_system_happy_effect" keep_particle = yes trigger_once = yes }
}		
		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0 1.0 }
		}
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_inner_4_happy_entity"
	pdxmesh = "kaleidoscope_system_effect_inner_happy_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.015
				event = { time = 0 node = "main" particle = "kaleidoscope_system_happy_effect" keep_particle = yes trigger_once = yes }
	}		
		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.24
		uv_animation_direction 	= { 0.2 1.0 }
		}
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_outer_1_happy_entity"
	pdxmesh = "kaleidoscope_system_effect_outer_happy_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.007}		
		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0 1.0 }
		}
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_outer_2_happy_entity"
	pdxmesh = "kaleidoscope_system_effect_outer_happy_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.007}		

		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.24
		uv_animation_direction 	= { 0.2 1.0 }
		}
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_outer_3_happy_entity"
	pdxmesh = "kaleidoscope_system_effect_outer_happy_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.007}		
		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.26
		uv_animation_direction 	= { -0.1 1.0 }
		}
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_outer_4_happy_entity"
	pdxmesh = "kaleidoscope_system_effect_outer_happy_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.007}		
		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.27
		uv_animation_direction 	= { 0.1 1.0 }
		}
	cull_radius = 20000
}

############ Neutral #############

entity = {
	name = "kaleidoscope_system_effect_frame_neutral_entity"
	pdxmesh = "kaleidoscope_system_effect_frame_mesh"
	
	locator = { name = "inner_1"			position = { 0 	0	0	} rotation = { 0	0	0	} }
	locator = { name = "inner_2"			position = { 0 	0	0	} rotation = { 90	0	0	} }
	locator = { name = "inner_3"			position = { 0 	0	0	} rotation = { 180	0	0	} }
	locator = { name = "inner_4"			position = { 0 	0	0	} rotation = { 270 	0	0	} }

	locator = { name = "outer_1"			position = { 0 	0	0	} rotation = { 0	0	0	} }
	locator = { name = "outer_2"			position = { 0 	0	0	} rotation = { 90	0	0	} }
	locator = { name = "outer_3"			position = { 0 	0	0	} rotation = { 180	0	0	} }
	locator = { name = "outer_4"			position = { 0 	0	0	} rotation = { 270 	0	0	} }
	
	scale = 1
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0}
	
	attach = { "inner_1"	= "kaleidoscope_system_effect_inner_1_neutral_entity" }
	attach = { "inner_2"	= "kaleidoscope_system_effect_inner_2_neutral_entity" }
	attach = { "inner_3"	= "kaleidoscope_system_effect_inner_3_neutral_entity" }
	attach = { "inner_4"	= "kaleidoscope_system_effect_inner_4_neutral_entity" }


	attach = { "outer_1"	= "kaleidoscope_system_effect_outer_1_neutral_entity" }
	attach = { "outer_2"	= "kaleidoscope_system_effect_outer_2_neutral_entity" }
	attach = { "outer_3"	= "kaleidoscope_system_effect_outer_3_neutral_entity" }
	attach = { "outer_4"	= "kaleidoscope_system_effect_outer_4_neutral_entity" }
	
	
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_inner_1_neutral_entity"
	pdxmesh = "kaleidoscope_system_effect_inner_neutral_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.03
			event = { time = 0 node = "main" particle = "kaleidoscope_system_neutral_effect" keep_particle = yes trigger_once = yes }
}		
		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.23
		uv_animation_direction 	= { 0.1 1.0 }
		}
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_inner_2_neutral_entity"
	pdxmesh = "kaleidoscope_system_effect_inner_neutral_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.03
			event = { time = 0 node = "main" particle = "kaleidoscope_system_neutral_effect" keep_particle = yes trigger_once = yes }
	}		
		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.26
		uv_animation_direction 	= { -0.1 1.0 }
		}
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_inner_3_neutral_entity"
	pdxmesh = "kaleidoscope_system_effect_inner_neutral_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.03
				event = { time = 0 node = "main" particle = "kaleidoscope_system_neutral_effect" keep_particle = yes trigger_once = yes }
	}		
		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0 1.0 }
		}
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_inner_4_neutral_entity"
	pdxmesh = "kaleidoscope_system_effect_inner_neutral_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.03
				event = { time = 0 node = "main" particle = "kaleidoscope_system_neutral_effect" keep_particle = yes trigger_once = yes }
	}		
		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.24
		uv_animation_direction 	= { 0.2 1.0 }
		}
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_outer_1_neutral_entity"
	pdxmesh = "kaleidoscope_system_effect_outer_neutral_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.01}		
		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0 1.0 }
		}
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_outer_2_neutral_entity"
	pdxmesh = "kaleidoscope_system_effect_outer_neutral_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.01}		

		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.24
		uv_animation_direction 	= { 0.2 1.0 }
		}
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_outer_3_neutral_entity"
	pdxmesh = "kaleidoscope_system_effect_outer_neutral_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.01}		
		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.26
		uv_animation_direction 	= { -0.1 1.0 }
		}
	cull_radius = 20000
}

entity = {
	name = "kaleidoscope_system_effect_outer_4_neutral_entity"
	pdxmesh = "kaleidoscope_system_effect_outer_neutral_mesh"

	erosion_in = 0.5
	erosion_out = 3
	scale = 10
	default_state = idle
	state = { name = "idle"	animation = "idle" 	looping = yes animation_speed = 0.01}		
		game_data = {
		bloom_factor			= 2
		uv_animation_speed 		= 0.27
		uv_animation_direction 	= { 0.1 1.0 }
		}
	cull_radius = 20000
}



animation = {
	name = "kaleidoscope_system_outer_idle_animation"
	file = "kaleidoscope_system_effect_outer_idle.anim"
}

animation = {
	name = "kaleidoscope_system_inner_idle_animation"
	file = "kaleidoscope_system_effect_inner_idle.anim"
}

animation = {
	name = "kaleidoscope_system_frame_idle_animation"
	file = "kaleidoscope_system_frame_idle.anim"
}



