########
# BLUE #
########

entity = {
	name = "portrait_extradimensional_01_entity"
	pdxmesh = "portrait_extradimensional_01_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 4.0 looping = no next_state = idle
		start_event = { trigger_once = yes sound = { soundeffect = "incoming_ex_message_state_01" } }
		start_event = { trigger_once = yes sound = { soundeffect = "incoming_ex_message_state_03" } }
	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle
		event = { trigger_once = yes sound = { soundeffect = "incoming_ex_message_state_02" } }
	}
	scale = 0.85

	game_data = {
		flowmap_intensity = 1
		uv_animation_speed = 0.05
	}

	attach = { root = "portrait_extradimensional_01_background_02_entity" }
	attach = { root = "portrait_extradimensional_01_background_03_entity" }
	attach = { root = "portrait_extradimensional_01_background_04_entity" }

	attach = { root = "portrait_extradimensional_01_background_details_entity" }
}

entity = {
	name = "portrait_extradimensional_01_entity_leader"
	pdxmesh = "portrait_extradimensional_01_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 4.0 looping = no next_state = idle }
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle }
	scale = 0.85

	game_data = {
		flowmap_intensity = 1
		uv_animation_speed = 0.05
	}
}

entity = {
	name = "portrait_extradimensional_01_background_02_entity"
	pdxmesh = "portrait_extradimensional_01_background_02_mesh"
	get_state_from_parent = no
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 }
	scale = 1

	game_data = {
		uv_animation_speed 		= 0.18
		uv_animation_direction 	= { 0.27 1.0 }
	}
}
entity = {
	name = "portrait_extradimensional_01_background_03_entity"
	pdxmesh = "portrait_extradimensional_01_background_03_mesh"
	get_state_from_parent = no
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 }
	scale = 1

	game_data = {
		uv_animation_speed 		= 0.4
		uv_animation_direction 	= { 0.1 1.0 }
	}
}
entity = {
	name = "portrait_extradimensional_01_background_04_entity"
	pdxmesh = "portrait_extradimensional_01_background_04_mesh"
	get_state_from_parent = no
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 }
	scale = 1

	game_data = {
		uv_animation_speed 		= 0.15
		uv_animation_direction 	= { 0.1 1.0 }
	}
}

entity = {
	name = "portrait_extradimensional_01_background_details_entity"
	pdxmesh = "extradimensional_01_room_details_mesh"

	default_state = "idle"
	state = { name = "idle"		state_time = 5 }
	scale = 1

	game_data = {
		uv_animation_speed 		= 0.15
		uv_animation_direction 	= { 0.0 1.0 }
	}
}

##########
# ORANGE #
##########

entity = {
	name = "portrait_extradimensional_02_entity"
	pdxmesh = "portrait_extradimensional_02_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 4.0 looping = no next_state = idle
		start_event = { trigger_once = yes sound = { soundeffect = "incoming_ex_message_state_01" } }
		start_event = { trigger_once = yes sound = { soundeffect = "incoming_ex_message_state_03" } }
	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle
		event = { trigger_once = yes sound = { soundeffect = "incoming_ex_message_state_02" } }
	}
	scale = 0.85

	game_data = {
		flowmap_intensity = 1
		uv_animation_speed = 0.05
	}

	attach = { root = "portrait_extradimensional_02_background_02_entity" }
	attach = { root = "portrait_extradimensional_02_background_03_entity" }
	attach = { root = "portrait_extradimensional_02_background_04_entity" }

	attach = { root = "portrait_extradimensional_02_background_details_entity" }
}

entity = {
	name = "portrait_extradimensional_02_entity_leader"
	pdxmesh = "portrait_extradimensional_02_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 4.0 looping = no next_state = idle }
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle }
	scale = 0.85

	game_data = {
		flowmap_intensity = 1
		uv_animation_speed = 0.05
	}
}

entity = {
	name = "portrait_extradimensional_02_background_02_entity"
	pdxmesh = "portrait_extradimensional_02_background_02_mesh"
	get_state_from_parent = no
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 }
	scale = 1

	game_data = {
		uv_animation_speed 		= 0.18
		uv_animation_direction 	= { 0.27 1.0 }
	}
}
entity = {
	name = "portrait_extradimensional_02_background_03_entity"
	pdxmesh = "portrait_extradimensional_02_background_03_mesh"
	get_state_from_parent = no
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 }
	scale = 1

	game_data = {
		uv_animation_speed 		= 0.4
		uv_animation_direction 	= { 0.1 1.0 }
	}
}
entity = {
	name = "portrait_extradimensional_02_background_04_entity"
	pdxmesh = "portrait_extradimensional_02_background_04_mesh"
	get_state_from_parent = no
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 }
	scale = 1

	game_data = {
		uv_animation_speed 		= 0.15
		uv_animation_direction 	= { 0.1 1.0 }
	}
}

entity = {
	name = "portrait_extradimensional_02_background_details_entity"
	pdxmesh = "extradimensional_02_room_details_mesh"

	default_state = "idle"
	state = { name = "idle"		state_time = 5 }
	scale = 1

	game_data = {
		uv_animation_speed 		= 0.15
		uv_animation_direction 	= { 0.0 1.0 }
	}
}

#########
# GREEN #
#########

entity = {
	name = "portrait_extradimensional_03_entity"
	pdxmesh = "portrait_extradimensional_03_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 4.0 looping = no next_state = idle
		start_event = { trigger_once = yes sound = { soundeffect = "incoming_ex_message_state_01" } }
		start_event = { trigger_once = yes sound = { soundeffect = "incoming_ex_message_state_03" } }
	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle
		event = { trigger_once = yes sound = { soundeffect = "incoming_ex_message_state_02" } }
	}
	scale = 0.85

	game_data = {
		flowmap_intensity = 1
		uv_animation_speed = 0.05
	}

	attach = { root = "portrait_extradimensional_03_background_02_entity" }
	attach = { root = "portrait_extradimensional_03_background_03_entity" }
	attach = { root = "portrait_extradimensional_03_background_04_entity" }

	attach = { root = "portrait_extradimensional_03_background_details_entity" }
}

entity = {
	name = "portrait_extradimensional_03_entity_leader"
	pdxmesh = "portrait_extradimensional_03_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 4.0 looping = no next_state = idle }
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle }
	scale = 0.85

	game_data = {
		flowmap_intensity = 1
		uv_animation_speed = 0.05
	}
}

entity = {
	name = "portrait_extradimensional_03_background_02_entity"
	pdxmesh = "portrait_extradimensional_03_background_02_mesh"
	get_state_from_parent = no
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 }
	scale = 1

	game_data = {
		uv_animation_speed 		= 0.18
		uv_animation_direction 	= { 0.27 1.0 }
	}
}
entity = {
	name = "portrait_extradimensional_03_background_03_entity"
	pdxmesh = "portrait_extradimensional_03_background_03_mesh"
	get_state_from_parent = no
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 }
	scale = 1

	game_data = {
		uv_animation_speed 		= 0.4
		uv_animation_direction 	= { 0.1 1.0 }
	}
}
entity = {
	name = "portrait_extradimensional_03_background_04_entity"
	pdxmesh = "portrait_extradimensional_03_background_04_mesh"
	get_state_from_parent = no
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 }
	scale = 1

	game_data = {
		uv_animation_speed 		= 0.15
		uv_animation_direction 	= { 0.1 1.0 }
	}
}
entity = {
	name = "portrait_extradimensional_03_background_details_entity"
	pdxmesh = "extradimensional_03_room_details_mesh"

	default_state = "idle"
	state = { name = "idle"		state_time = 5 }
	scale = 1

	game_data = {
		uv_animation_speed 		= 0.15
		uv_animation_direction 	= { 0.0 1.0 }
	}
}

#####################
# PURPLE - FORMLESS #
#####################

entity = {
	name = "portrait_extradimensional_04_entity"
	pdxmesh = "portrait_extradimensional_04_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 4.0 looping = no next_state = idle
		start_event = { trigger_once = yes sound = { soundeffect = "incoming_ex_message_state_01" } }
		start_event = { trigger_once = yes sound = { soundeffect = "incoming_ex_message_state_03" } }
	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle
		event = { trigger_once = yes sound = { soundeffect = "incoming_ex_message_state_02" } }
	}
	scale = 0.85

	game_data = {
		flowmap_intensity = 1
		uv_animation_speed = 0.05
	}

	attach = { root = "portrait_extradimensional_04_background_02_entity" }
	attach = { root = "portrait_extradimensional_04_background_03_entity" }
	attach = { root = "portrait_extradimensional_04_background_04_entity" }

	attach = { root = "portrait_extradimensional_04_background_details_entity" }
}

entity = {
	name = "portrait_extradimensional_04_entity_leader"
	pdxmesh = "portrait_extradimensional_04_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 4.0 looping = no next_state = idle }
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle }
	scale = 0.85

	game_data = {
		flowmap_intensity = 1
		uv_animation_speed = 0.05
	}
}

entity = {
	name = "portrait_extradimensional_04_background_02_entity"
	pdxmesh = "portrait_extradimensional_04_background_02_mesh"
	get_state_from_parent = no
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 }
	scale = 1

	game_data = {
		uv_animation_speed 		= 0.18
		uv_animation_direction 	= { 0.27 1.0 }
	}
}
entity = {
	name = "portrait_extradimensional_04_background_03_entity"
	pdxmesh = "portrait_extradimensional_04_background_03_mesh"
	get_state_from_parent = no
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 }
	scale = 1

	game_data = {
		uv_animation_speed 		= 0.4
		uv_animation_direction 	= { 0.1 1.0 }
	}
}
entity = {
	name = "portrait_extradimensional_04_background_04_entity"
	pdxmesh = "portrait_extradimensional_04_background_04_mesh"
	get_state_from_parent = no
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 }
	scale = 1

	game_data = {
		uv_animation_speed 		= 0.15
		uv_animation_direction 	= { 0.1 1.0 }
	}
}

entity = {
	name = "portrait_extradimensional_04_background_details_entity"
	pdxmesh = "extradimensional_04_room_details_mesh"

	default_state = "idle"
	state = { name = "idle"		state_time = 5 }
	scale = 1

	game_data = {
		uv_animation_speed 		= 0.15
		uv_animation_direction 	= { 0.0 1.0 }
	}
}
