entity = {
	name = "portrait_necroid_01_entity"
	pdxmesh = "portrait_necroid_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 = 1.5
}

entity = {
	name = "portrait_necroid_02_entity"
	pdxmesh = "portrait_necroid_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 = 1.2 looping = no next_state = idle}
	scale = 1.0
}

entity = {
	name = "portrait_necroid_03_entity"
	pdxmesh = "portrait_necroid_03_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 5.5 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 = 1.0
}

entity = {
	name = "portrait_necroid_04_entity"
	pdxmesh = "portrait_necroid_04_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 5.5 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
#		event = { time = 1.95 node = "Ct_Head_JNT" particle = "necroid_portrait_glitch_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.95 node = "Ct_Head_JNT" particle = "necroid_portrait_glitch_effect" keep_particle = yes trigger_once = yes }
	
	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle
		}
		scale = 1.0
}

entity = {
	name = "portrait_necroid_05_entity"
	pdxmesh = "portrait_necroid_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 = 1.2
}

entity = {
	name = "portrait_necroid_06_entity"
	pdxmesh = "portrait_necroid_06_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_necroid_07_entity"
	pdxmesh = "portrait_necroid_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 = 1.1
}

entity = {
	name = "portrait_necroid_08_entity"
	pdxmesh = "portrait_necroid_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_necroid_09_entity"
	pdxmesh = "portrait_necroid_09_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 = 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 = 1.2
}

entity = {
	name = "portrait_necroid_10_entity"
	pdxmesh = "portrait_necroid_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 = 1.2
}

 entity = {
 	name = "portrait_necroid_11_entity"
 	pdxmesh = "portrait_necroid_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 = 1.3 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 = 0.8 looping = no next_state = idle}	
 	scale = 1.25
 }

 entity = {
 	name = "portrait_necroid_12_entity"
 	pdxmesh = "portrait_necroid_12_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 = 0.8 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 = 1.4 looping = no next_state = idle}
 	scale = 1.3
 }

 entity = {
 	name = "portrait_necroid_13_entity"
 	pdxmesh = "portrait_necroid_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 = 1.0 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 = 0.7 looping = no next_state = idle}	
 	scale = 1.3
 }


 entity = {
 	name = "portrait_necroid_14_entity"
 	pdxmesh = "portrait_necroid_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 = 0.8 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 = 0.9 looping = no next_state = idle}	
 	scale = 1.26
 }

 entity = {
 	name = "portrait_necroid_15_entity"
 	pdxmesh = "portrait_necroid_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 = 0.9 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 = 1.29
 }

entity = {
	name = "portrait_necroid_machine_entity"
	pdxmesh = "portrait_necroid_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 = "necroid_machine_eye_scan_effect" keep_particle = yes trigger_once = no }
		# event = { time = 3.4 node = "eye_effect" particle = "necroid_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
}