
entity = {
	name = "portrait_arthropoid_01_entity"
	pdxmesh = "portrait_arthropoid_01_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0.3 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.3  chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.3  chance = 1.0 looping = no next_state = idle}
	scale = 0.9
}

entity = {
	name = "portrait_arthropoid_03_entity"
	pdxmesh = "portrait_arthropoid_03_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0.3 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.3  chance = 1.0 looping = no next_state = idle}
	scale = 1.0
}

entity = {
	name = "portrait_arthropoid_05_entity"
	pdxmesh = "portrait_arthropoid_05_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"	 chance = 4.0 looping = no next_state = idle }
	state = { name = "idle"       animation = "idle2"    chance = 1.0 looping = no next_state = idle }
	state = { name = "idle"       animation = "idle3"    chance = 1.0 looping = no next_state = idle }
	state = { name = "idle"       animation = "idle4"    chance = 1.0 looping = no next_state = idle }
	scale = 1.0
}

entity = {
	name = "portrait_arthropoid_06_entity"
	pdxmesh = "portrait_arthropoid_06_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0.8 chance = 2.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.8  chance = 1.6 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.8  chance = 1.6 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.8  chance = 1.6 looping = no next_state = idle}
	
	#state = { name = "sad"       animation = "sad"    animation_blend_time = 0 chance = 3.0 looping = no next_state = sad}
	#state = { name = "sad"       animation = "sad2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = sad}
	
}


entity = {
	name = "portrait_arthropoid_07_entity"
	pdxmesh = "portrait_arthropoid_07_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    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 = "sad"       animation = "sad"    animation_blend_time = 0 chance = 3.0 looping = no next_state = sad}
	state = { name = "sad"       animation = "sad2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = sad}
	scale = 0.98
}


entity = {
	name = "portrait_arthropoid_08_entity"
	pdxmesh = "portrait_arthropoid_08_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    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 = "sad"       animation = "sad"    animation_blend_time = 0 chance = 3.0 looping = no next_state = sad}
	state = { name = "sad"       animation = "sad2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = sad}
	#scale = 0.5
}

entity = {
	name = "portrait_arthropoid_09_entity"
	pdxmesh = "portrait_arthropoid_09_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    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 = "sad"       animation = "sad"    animation_blend_time = 0 chance = 3.0 looping = no next_state = sad}
	state = { name = "sad"       animation = "sad2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = sad}
	#scale = 0.5
}



entity = {
	name = "portrait_arthropoid_10_entity"
	pdxmesh = "portrait_arthropoid_10_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    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 = "sad"       animation = "sad"    animation_blend_time = 0 chance = 3.0 looping = no next_state = sad}
	state = { name = "sad"       animation = "sad2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = sad}
	scale = 0.92
}

entity = {
	name = "portrait_arthropoid_11_entity"
	pdxmesh = "portrait_arthropoid_11_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    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 = 0.5 looping = no next_state = idle}
	scale = 1
}

entity = {
	name = "portrait_arthropoid_12_entity"
	pdxmesh = "portrait_arthropoid_12_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    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 = 1.2
}

entity = {
	name = "portrait_arthropoid_13_entity"
	pdxmesh = "portrait_arthropoid_13_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    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 = 1.0 looping = no next_state = idle}
	scale = 0.92
}

entity = {
	name = "portrait_arthropoid_14_entity"
	pdxmesh = "portrait_arthropoid_14_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 0.5 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	scale = 0.92
}

entity = {
	name = "portrait_arthropoid_15_entity"
	pdxmesh = "portrait_arthropoid_15_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    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 = 3.0 looping = no next_state = idle}
	scale = 0.92
}

entity = {
	name = "portrait_arthropoid_16_entity"
	pdxmesh = "portrait_arthropoid_16_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    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 = 1.5 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	scale = 0.92
}

entity = {
	name = "portrait_arthropoid_17_entity"
	pdxmesh = "portrait_arthropoid_17_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 3.0 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 = 0.5 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	scale = 1.05
}

entity = {
	name = "portrait_arthropoid_18_entity"
	pdxmesh = "portrait_arthropoid_18_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_speed = 1 chance = 5.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_speed = 1 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_speed = 1 chance = 1.5 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle4"    animation_speed = 1 chance = 1.5 looping = no next_state = idle}
	scale = 1.15
}

entity = {
	name = "portrait_arthropoid_18_pop_entity"
	pdxmesh = "portrait_arthropoid_18_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "pop_idle"    animation_speed = 1 looping = yes }
	scale = 1.0
}

entity = {
	name = "portrait_arthropoid_19_entity"
	pdxmesh = "portrait_arthropoid_19_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_speed = 1 chance = 5.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_speed = 1 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_speed = 1 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle4"    animation_speed = 1 chance = 1.0 looping = no next_state = idle}
	scale = 1.0
}

entity = {
	name = "portrait_arthropoid_20_entity"
	pdxmesh = "portrait_arthropoid_20_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"   chance = 5.0 looping = no next_state = idle }
	state = { name = "idle"       animation = "idle2"    chance = 1.5 looping = no next_state = idle }
	state = { name = "idle"       animation = "idle3"    chance = 0.8 looping = no next_state = idle }
	state = { name = "idle"       animation = "idle4"    chance = 1.0 looping = no next_state = idle }
	scale = 1.15
}
