# aquatic 01 - sneaky jellyfish
entity = {
	name = "portrait_aquatic_01_entity"
	pdxmesh = "portrait_aquatic_01_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.1 chance = 2.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.1 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.1 chance = 1.0 looping = no next_state = idle}
	scale = 1
}

# aquatic 02 - The ancient one
entity = {
	name = "portrait_aquatic_02_entity"
	pdxmesh = "portrait_aquatic_02_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 2.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	scale = 1
}

# aquatic 03 - crab-people
entity = {
	name = "portrait_aquatic_03_entity"
	pdxmesh = "portrait_aquatic_03_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 2.0 looping = no next_state = idle}
	scale = 1
}

# aquatic 04 - green cutie
entity = {
	name = "portrait_aquatic_04_entity"
	pdxmesh = "portrait_aquatic_04_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.5 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.5 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.5 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.5 chance = 3.0 looping = no next_state = idle}
	scale = 1
}
# aquatic 05 - dolphinoid

entity = {
	name = "portrait_aquatic_05_entity"
	pdxmesh = "portrait_aquatic_05_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.5 chance = 5.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.5 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.5 chance = 2.0 looping = no next_state = idle}
	scale = 1
}

# aquatic 06 - squidman
entity = {
	name = "portrait_aquatic_06_entity"
	pdxmesh = "portrait_aquatic_06_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.5 chance = 5.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.5 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.5 chance = 2.0 looping = no next_state = idle}
	scale = 1
}

# aquatic 07 - coral-twins
entity = {
	name = "portrait_aquatic_07_entity"
	pdxmesh = "portrait_aquatic_07_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 2.0 looping = no next_state = idle}
	scale = 1
}

# aquatic 08 - slugman
entity = {
	name = "portrait_aquatic_08_entity"
	pdxmesh = "portrait_aquatic_08_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 2.0 looping = no next_state = idle}
	scale = 1
}

# aquatic 09 - shark-boi
entity = {
	name = "portrait_aquatic_09_entity"
	pdxmesh = "portrait_aquatic_09_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 1 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 1 chance = 2.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 1 chance = 1.0 looping = no next_state = idle}
	scale = 1
}
# aquatic 10 - deep sea creature

entity = {
	name = "portrait_aquatic_10_entity"
	pdxmesh = "portrait_aquatic_10_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 1 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 3 looping = no next_state = idle}
	scale = 1
}

# aquatic 11 - mobster-fish
entity = {
	name = "portrait_aquatic_11_entity"
	pdxmesh = "portrait_aquatic_11_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 2.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	scale = 1
}

# aquatic 12 - science-squid
entity = {
	name = "portrait_aquatic_12_entity"
	pdxmesh = "portrait_aquatic_12_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 5.0 looping = no next_state = idle}
	scale = 1
}

# aquatic 13 - slime-boi
entity = {
	name = "portrait_aquatic_13_entity"
	pdxmesh = "portrait_aquatic_13_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 2.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	scale = 1
}

# aquatic 14 - blueman
entity = {
	name = "portrait_aquatic_14_entity"
	pdxmesh = "portrait_aquatic_14_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.5 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.5 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.5 chance = 2.0 looping = no next_state = idle}
	scale = 1
}

# aquatic 15 - turtle-girl
entity = {
	name = "portrait_aquatic_15_entity"
	pdxmesh = "portrait_aquatic_15_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.5 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.5 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.5 chance = 2.0 looping = no next_state = idle}
	scale = 1
}

# aquatic machine 
entity = {
	name = "portrait_aquatic_machine_entity"
	pdxmesh = "portrait_aquatic_machine_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 2.0 looping = no next_state = idle}
	scale = 1
}
