#RENOWNED

# Renown 01 - Humanoid Militarist
entity = {
	name = "paragon_01_renown_portrait_01_entity"
	pdxmesh = "paragon_01_renown_portrait_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 = 2.0 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
}

# Renown 02 - Big Lizard General
entity = {
	name = "paragon_01_renown_portrait_02_entity"
	pdxmesh = "paragon_01_renown_portrait_02_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 1 chance = 5.0 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}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 1 chance = 1.0 looping = no next_state = idle}
	scale = 1
}

# Renown 03 - Tactical Combat Robot
entity = {
	name = "paragon_01_renown_portrait_03_entity"
	pdxmesh = "paragon_01_renown_portrait_03_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 5.0 looping = no next_state = idle
	start_event = { node = "hologram_01" particle = "par_01_head_holo_effect"	keep_particle = no trigger_once = yes }
	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 3.0 looping = no next_state = idle
	start_event = { node = "hologram_01" particle = "par_01_head_holo_effect"	keep_particle = no trigger_once = yes }
	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 2.0 looping = no next_state = idle
	start_event = { node = "hologram_01" particle = "par_01_head_holo_effect"	keep_particle = no trigger_once = yes }
	}
	scale = 1
}

# Renown 04 - Dr Frankenstein Governor
entity = {
	name = "paragon_01_renown_portrait_04_entity"
	pdxmesh = "paragon_01_renown_portrait_04_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 = 2.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 2.0 looping = no next_state = idle}

	scale = 1
}

# Renown 05 - Great Scientist
entity = {
	name = "paragon_01_renown_portrait_05_entity"
	pdxmesh = "paragon_01_renown_portrait_05_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 5.0 looping = no next_state = idle
	#start_event = { node = "tablet_effect" particle = "par_01_tablet_effect" keep_particle = no trigger_once = yes }
}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 2.0 looping = no next_state = idle
	#start_event = { node = "tablet_effect" particle = "par_01_tablet_effect" keep_particle = no trigger_once = yes }
}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle
	#start_event = { node = "tablet_effect" particle = "par_01_tablet_effect" keep_particle = no trigger_once = yes }
}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle
	#start_event = { node = "tablet_effect" particle = "par_01_tablet_effect" keep_particle = no trigger_once = yes }
}
	scale = 1.1

	attach = { "tablet_effect" = "paragon_01_renown_portrait_05_vfx_entity" }
	#locator = { name = "root" 	position = { 0 0 0 } }
}

entity = {
	name = "paragon_01_renown_portrait_05_vfx_entity"
	pdxmesh = "paragon_01_renown_portrait_05_vfx_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 5.0 looping = no next_state = idle}
	scale = 1.0

	game_data = {
		bloom_factor = 1.8
		uv_animation_speed = 0.08
		uv_animation_direction = { 0.25 0.75 }
		}
}

# Renown 06 - Chivalrous Soldier
entity = {
	name = "paragon_01_renown_portrait_06_entity"
	pdxmesh = "paragon_01_renown_portrait_06_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 = 3.0 looping = no next_state = idle}
	scale = 1
}

# Renown 07 - Salvager Engineer
entity = {
	name = "paragon_01_renown_portrait_07_entity"
	pdxmesh = "paragon_01_renown_portrait_07_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 2.0 looping = no next_state = idle
	start_event = { node = "spark_effect" particle = "par_01_welding_effect_01_effect"	keep_particle = yes trigger_once = yes } }

	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 4.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 2.0 looping = no next_state = idle
	start_event = { node = "spark_effect" particle = "par_01_welding_effect_02_effect"		keep_particle = yes trigger_once = yes } }
	scale = 1
}

# Renown 08 - Ascended Organic
entity = {
	name = "paragon_01_renown_portrait_08_entity"
	pdxmesh = "paragon_01_renown_portrait_08_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 = 3.0 looping = no next_state = idle}
	scale = 1
}

# Renown 09 - Mammilian Pacifict Admiral
entity = {
	name = "paragon_01_renown_portrait_09_entity"
	pdxmesh = "paragon_01_renown_portrait_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 = 2.0 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
}

# Renown 10 - Vas The Gilded
entity = {
	name = "paragon_01_renown_portrait_10_entity"
	pdxmesh = "paragon_01_renown_portrait_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 = 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
}

# Renown 11 - Charismatic Explorer
entity = {
	name = "paragon_01_renown_portrait_11_entity"
	pdxmesh = "paragon_01_renown_portrait_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 = 2.0 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
}

# Renown 12 - Pirate Admiral
entity = {
	name = "paragon_01_renown_portrait_12_entity"
	pdxmesh = "paragon_01_renown_portrait_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 = 2.0 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
}

# Renown 13 - Slimy Governor
entity = {
	name = "paragon_01_renown_portrait_13_entity"
	pdxmesh = "paragon_01_renown_portrait_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 = 2.0 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
}

# Renown 14 - Cloaked Spymaster
entity = {
	name = "paragon_01_renown_portrait_14_entity"
	pdxmesh = "paragon_01_renown_portrait_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 = 2.0 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
}

# Renown 15 - Spiritualist Governor
entity = {
	name = "paragon_01_renown_portrait_15_entity"
	pdxmesh = "paragon_01_renown_portrait_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 = 2.0 looping = no next_state = idle}
	scale = 1
}

# Renown 16 - Spiritualist Governor
entity = {
	name = "paragon_01_renown_portrait_16_entity"
	pdxmesh = "paragon_01_renown_portrait_16_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 = 2.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 5.0 looping = no next_state = idle}
	scale = 1
}

#LEGENDARY

# Legendary 01 - The beholder
entity = {
	name = "paragon_01_legendary_portrait_01_entity"
	pdxmesh = "paragon_01_legendary_portrait_01_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 5.0 looping = no next_state = idle
	start_event = { node = "middle_pyramid_effect" particle = "par_01_beholder_portrait_ship_part_effect"	keep_particle = no trigger_once = yes }
	start_event = { node = "beholder_sparkle_effect_01" particle = "par_01_beholder_portrait_sparkles_effect"	keep_particle = no trigger_once = yes }
	start_event = { node = "beholder_sparkle_effect_02" particle = "par_01_beholder_portrait_sparkles_effect"	keep_particle = no trigger_once = yes }
	start_event = { node = "beholder_sparkle_effect_03" particle = "par_01_beholder_portrait_sparkles_effect"	keep_particle = no trigger_once = yes }
	}
	scale = 1
}

# Legendary 02 - Skrand
entity = {
	name = "paragon_01_legendary_portrait_02_entity"
	pdxmesh = "paragon_01_legendary_portrait_02_mesh"

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


# Legendary 03 - Sad Plantoid - ASTROCREATOR AZARYN
entity = {
	name = "paragon_01_legendary_portrait_03_entity"
	pdxmesh = "paragon_01_legendary_portrait_03_mesh"

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

# Legendary 04 - EXAKEIDES
entity = {
	name = "paragon_01_legendary_portrait_04_entity"
	pdxmesh = "paragon_01_legendary_portrait_04_mesh"

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

	####################################################
	#############	GESTALT	    NODES 	############
	####################################################

# Gestalt Governor
entity = {
	name = "gestalt_node_governor_entity_01"
	pdxmesh = "gestalt_node_portrait_mesh"

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

	attach = { "hip" = "councilor_hive_governor_vfx_entity_01" }
	locator = { name = "hip" 	position = { 0 0 0 } }
}

entity = {
	name = "councilor_hive_governor_vfx_entity_01"
	pdxmesh = "gestalt_node_portrait_governor_vfx_01"

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

	game_data = {
	bloom_factor = 1.8
	uv_animation_speed = 0.08
	uv_animation_direction = { 0.25 0.75 }
	}
}

entity = {
	name = "gestalt_node_governor_entity_02"
	pdxmesh = "gestalt_node_portrait_mesh"

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

	attach = { "hip" = "councilor_hive_governor_vfx_entity_02" }
	locator = { name = "hip" 	position = { 0 0 0 } }
}

entity = {
	name = "councilor_hive_governor_vfx_entity_02"
	pdxmesh = "gestalt_node_portrait_governor_vfx_02"

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

	game_data = {
	bloom_factor = 1.8
	uv_animation_speed = 0.08
	uv_animation_direction = { 0.25 0.75 }
	}
}

entity = {
	name = "gestalt_node_governor_entity_03"
	pdxmesh = "gestalt_node_portrait_mesh"

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

	attach = { "hip" = "councilor_hive_governor_vfx_entity_03" }
	locator = { name = "hip" 	position = { 0 0 0 } }
}

entity = {
	name = "councilor_hive_governor_vfx_entity_03"
	pdxmesh = "gestalt_node_portrait_governor_vfx_03"

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

	game_data = {
	bloom_factor = 1.8
	uv_animation_speed = 0.08
	uv_animation_direction = { 0.25 0.75 }
	}
}

# Gestalt Scientist
entity = {
	name = "gestalt_node_scientist_entity_01"
	pdxmesh = "gestalt_node_portrait_mesh"

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

	attach = { "hip" = "councilor_hive_scientist_vfx_entity_01" }
	locator = { name = "hip" 	position = { 0 0 0 } }
}

entity = {
	name = "councilor_hive_scientist_vfx_entity_01"
	pdxmesh = "gestalt_node_portrait_scientist_vfx_01"

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

	game_data = {
	bloom_factor = 1.8
	uv_animation_speed = 0.08
	uv_animation_direction = { 0.25 0.75 }
	}
}

entity = {
	name = "gestalt_node_scientist_entity_02"
	pdxmesh = "gestalt_node_portrait_mesh"

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

	attach = { "hip" = "councilor_hive_scientist_vfx_entity_02" }
	locator = { name = "hip" 	position = { 0 0 0 } }
}

entity = {
	name = "councilor_hive_scientist_vfx_entity_02"
	pdxmesh = "gestalt_node_portrait_scientist_vfx_02"

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

	game_data = {
	bloom_factor = 1.8
	uv_animation_speed = 0.08
	uv_animation_direction = { 0.25 0.75 }
	}
}

entity = {
	name = "gestalt_node_scientist_entity_03"
	pdxmesh = "gestalt_node_portrait_mesh"

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

	attach = { "hip" = "councilor_hive_scientist_vfx_entity_03" }
	locator = { name = "hip" 	position = { 0 0 0 } }
}

entity = {
	name = "councilor_hive_scientist_vfx_entity_03"
	pdxmesh = "gestalt_node_portrait_scientist_vfx_03"

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

	game_data = {
	bloom_factor = 1.8
	uv_animation_speed = 0.08
	uv_animation_direction = { 0.25 0.75 }
	}
}

# Gestalt Admiral
entity = {
	name = "gestalt_node_admiral_entity_01"
	pdxmesh = "gestalt_node_portrait_mesh"

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

	attach = { "hip" = "councilor_hive_admiral_vfx_entity_01" }
	locator = { name = "hip" 	position = { 0 0 0 } }
}

entity = {
	name = "councilor_hive_admiral_vfx_entity_01"
	pdxmesh = "gestalt_node_portrait_admiral_vfx_01"

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

	game_data = {
	bloom_factor = 1.8
	uv_animation_speed = 0.08
	uv_animation_direction = { 0.25 0.75 }
	}
}

entity = {
	name = "gestalt_node_admiral_entity_02"
	pdxmesh = "gestalt_node_portrait_mesh"

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

	attach = { "hip" = "councilor_hive_admiral_vfx_entity_02" }
	locator = { name = "hip" 	position = { 0 0 0 } }
}

entity = {
	name = "councilor_hive_admiral_vfx_entity_02"
	pdxmesh = "gestalt_node_portrait_admiral_vfx_02"

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

	game_data = {
	bloom_factor = 1.8
	uv_animation_speed = 0.08
	uv_animation_direction = { 0.25 0.75 }
	}
}

entity = {
	name = "gestalt_node_admiral_entity_03"
	pdxmesh = "gestalt_node_portrait_mesh"

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

	attach = { "hip" = "councilor_hive_admiral_vfx_entity_03" }
	locator = { name = "hip" 	position = { 0 0 0 } }
}

entity = {
	name = "councilor_hive_admiral_vfx_entity_03"
	pdxmesh = "gestalt_node_portrait_admiral_vfx_03"

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

	game_data = {
	bloom_factor = 1.8
	uv_animation_speed = 0.08
	uv_animation_direction = { 0.25 0.75 }
	}
}

# Gestalt General
entity = {
	name = "gestalt_node_general_entity_01"
	pdxmesh = "gestalt_node_portrait_mesh"

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

	attach = { "hip" = "councilor_hive_general_vfx_entity_01" }
	locator = { name = "hip" 	position = { 0 0 0 } }
}

entity = {
	name = "councilor_hive_general_vfx_entity_01"
	pdxmesh = "gestalt_node_portrait_general_vfx_01"

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

	game_data = {
	bloom_factor = 1.8
	uv_animation_speed = 0.08
	uv_animation_direction = { 0.25 0.75 }
	}
}

entity = {
	name = "gestalt_node_general_entity_02"
	pdxmesh = "gestalt_node_portrait_mesh"

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

	attach = { "hip" = "councilor_hive_general_vfx_entity_02" }
	locator = { name = "hip" 	position = { 0 0 0 } }
}

entity = {
	name = "councilor_hive_general_vfx_entity_02"
	pdxmesh = "gestalt_node_portrait_general_vfx_02"

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

	game_data = {
	bloom_factor = 1.8
	uv_animation_speed = 0.08
	uv_animation_direction = { 0.25 0.75 }
	}
}

entity = {
	name = "gestalt_node_general_entity_03"
	pdxmesh = "gestalt_node_portrait_mesh"

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

	attach = { "hip" = "councilor_hive_general_vfx_entity_03" }
	locator = { name = "hip" 	position = { 0 0 0 } }
}

entity = {
	name = "councilor_hive_general_vfx_entity_03"
	pdxmesh = "gestalt_node_portrait_general_vfx_03"

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

	game_data = {
	bloom_factor = 1.8
	uv_animation_speed = 0.08
	uv_animation_direction = { 0.25 0.75 }
	}
}

#Placholder
entity = {
	name = "paragon_01_portrait_01_entity"
	pdxmesh = "paragon_01_portrait_01_mesh"

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

# Apostate
entity = {
	name = "machine_age_01_renown_portrait_entity"
	pdxmesh = "machine_age_01_renown_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0 chance = 7.0 looping = no next_state = idle}
	scale = 1
}
