entity = {
	name = "portrait_lithoid_01_entity"
	pdxmesh = "portrait_lithoid_01_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 5.0 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}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 1.5 looping = no next_state = idle}
	scale = 0.85
}

entity = {
	name = "portrait_lithoid_02_entity"
	pdxmesh = "portrait_lithoid_02_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 5.0 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}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 1.5 looping = no next_state = idle}
	scale = 0.85
}

entity = {
	name = "portrait_lithoid_03_entity"
	pdxmesh = "portrait_lithoid_03_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 3.5 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}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	scale = 1
}

entity = {
	name = "portrait_lithoid_04_entity"
	pdxmesh = "portrait_lithoid_04_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 4.5 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}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 1.2 looping = no next_state = idle}
	scale = 1
}

entity = {
	name = "portrait_lithoid_05_entity"
	pdxmesh = "portrait_lithoid_05_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 4.5 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}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 1.2 looping = no next_state = idle}
	scale = 0.85
}

entity = {
	name = "portrait_lithoid_06_entity"
	pdxmesh = "portrait_lithoid_06_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 4.5 looping = no next_state = idle
		event = { time = 0 node = "stalk_2_head_effect" particle = "lithoid_06_idle_eye_effect" keep_particle = yes }
		event = { time = 0 node = "stalk_3_head_effect" particle = "lithoid_06_idle_eye_effect" keep_particle = yes }
		event = { time = 0 node = "stalk_4_head_effect" particle = "lithoid_06_idle_eye_effect" keep_particle = yes }
	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle
		event = { time = 0 node = "stalk_2_head_effect" particle = "lithoid_06_idle_eye_effect" keep_particle = yes }
		event = { time = 0 node = "stalk_3_head_effect" particle = "lithoid_06_idle_eye_effect" keep_particle = yes }
		event = { time = 0 node = "stalk_4_head_effect" particle = "lithoid_06_idle_eye_effect" keep_particle = yes }
	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle
		event = { time = 2.86 node = "stalk_2_head_effect" particle = "lithoid_06_idle3_blast_effect" }
		event = { time = 0 node = "stalk_3_head_effect" particle = "lithoid_06_idle_eye_effect" keep_particle = yes }
		event = { time = 0 node = "stalk_4_head_effect" particle = "lithoid_06_idle_eye_effect" keep_particle = yes }
	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 1.2 looping = no next_state = idle
		event = { time = 0 node = "stalk_2_head_effect" particle = "lithoid_06_idle_eye_effect" keep_particle = yes }
		event = { time = 0 node = "stalk_3_head_effect" particle = "lithoid_06_idle_eye_effect" keep_particle = yes }
		event = { time = 0 node = "stalk_4_head_effect" particle = "lithoid_06_idle_eye_effect" keep_particle = yes }
	}
	scale = 0.85
}

entity = {
	name = "portrait_lithoid_07_entity"
	pdxmesh = "portrait_lithoid_07_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 5.0 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}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	scale = 0.9
}

entity = {
	name = "portrait_lithoid_08_entity"
	pdxmesh = "portrait_lithoid_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 = 1.5 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 1.2 looping = no next_state = idle}
	scale = 1.1
}

entity = {
	name = "portrait_lithoid_09_entity"
	pdxmesh = "portrait_lithoid_09_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 3.5 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 = 1.2 looping = no next_state = idle}
	scale = 1.1
}

entity = {
	name = "portrait_lithoid_10_entity"
	pdxmesh = "portrait_lithoid_10_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 5.0 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 = 1.0
}

entity = {
	name = "portrait_lithoid_11_entity"
	pdxmesh = "portrait_lithoid_11_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 5.0 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 = 1.3 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}	
	scale = 1.0
}

entity = {
	name = "portrait_lithoid_12_entity"
	pdxmesh = "portrait_lithoid_12_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 = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	scale = 1.0
}

entity = {
	name = "portrait_lithoid_13_entity"
	pdxmesh = "portrait_lithoid_13_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 5.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.5 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 2.0 looping = no next_state = idle}	
	scale = 1.0
}


entity = {
	name = "portrait_lithoid_14_entity"
	pdxmesh = "portrait_lithoid_14_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 5.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.5 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 1.8 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}	
	scale = 1.1
}

entity = {
	name = "portrait_lithoid_15_entity"
	pdxmesh = "portrait_lithoid_15_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 5.0 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}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}	
	scale = 1.0
}

entity = {
	name = "portrait_lithoid_machine_entity"
	pdxmesh = "portrait_lithoid_machine_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 5.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle
		event = { time = 1.76 node = "eye_effect" particle = "lithoid_machine_eye_scan_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "eye_effect" particle = "lithoid_machine_eye_scan_effect" keep_particle = yes trigger_once = no }
	}
	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 = 2.0 looping = no next_state = idle}	
	scale = 0.8
}

entity = {
	name = "portrait_lithoid_human_entity"
	pdxmesh = "portrait_lithoid_human_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 8.5 looping = no next_state = idle
			event = { time = 0 node = "Chest_joint" particle = "lithoid_humanoid_effect" keep_particle = yes trigger_once = yes }
			}                
	state = { name = "idle"   animation = "idle2"    animation_blend_time = 0 chance = 0.4 looping = no next_state = idle
			event = { time = 0 node = "Chest_joint" particle = "lithoid_humanoid_effect" keep_particle = yes trigger_once = yes }
	}                        
	state = { name = "idle"   animation = "idle3"    animation_blend_time = 0 chance = 1.1 looping = no next_state = idle
	#		event = { time = 0 node = "Chest_joint" particle = "lithoid_humanoid_effect" keep_particle = yes trigger_once = yes }
	}
	scale = 1.4

	game_data = {
		uv_animation_speed   = 0.15
		flowmap_intensity = 0.14
	}
}