entity = {
	name = "psionic_01_portrait_entity"
	pdxmesh = "psionic_01_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle5"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 0.85
}
entity = {
	name = "psionic_01_ascendent_portrait_entity"
	pdxmesh = "psionic_01_ascendent_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle5"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 0.85

	game_data = {
		flowmap_intensity = 1
		uv_animation_speed = 0.015
	}
}

entity = {
	name = "psionic_02_portrait_entity"
	pdxmesh = "psionic_02_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 0.9
}
entity = {
	name = "psionic_02_ascendent_portrait_entity"
	pdxmesh = "psionic_02_ascendent_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 0.9

	game_data = {
		flowmap_intensity = 1.5
		uv_animation_speed = 0.2
	}
}

entity = {
	name = "psionic_03_male_portrait_entity"
	pdxmesh = "psionic_03_male_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 1.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle5"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 0.85
}
entity = {
	name = "psionic_03_male_ascendent_portrait_entity"
	pdxmesh = "psionic_03_male_ascendent_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 1.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle5"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 0.85

	game_data = {
		flowmap_intensity = 1
		uv_animation_speed = 0.03
	}
}
entity = {
	name = "psionic_03_female_portrait_entity"
	pdxmesh = "psionic_03_female_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 0.85
}
entity = {
	name = "psionic_03_female_ascendent_portrait_entity"
	pdxmesh = "psionic_03_female_ascendent_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 0.85

	game_data = {
		flowmap_intensity = 1
		uv_animation_speed = 0.03
	}
}

entity = {
	name = "psionic_04_portrait_entity"
	pdxmesh = "psionic_04_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 1.2
}
entity = {
	name = "psionic_04_ascendent_portrait_entity"
	pdxmesh = "psionic_04_ascendent_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 1.2

	game_data = {
		flowmap_intensity = 1.2
		uv_animation_speed = 0.07
	}
}

entity = {
	name = "psionic_05_portrait_entity"
	pdxmesh = "psionic_05_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle5"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 0.75
}
entity = {
	name = "psionic_05_ascendent_portrait_entity"
	pdxmesh = "psionic_05_ascendent_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle5"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 0.75

	game_data = {
		flowmap_intensity = 1
		uv_animation_speed = 0.03
	}
}

entity = {
	name = "psionic_06_portrait_entity"
	pdxmesh = "psionic_06_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle5"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle6"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 0.85
}
entity = {
	name = "psionic_06_ascendent_portrait_blue_entity"
	pdxmesh = "psionic_06_ascendent_portrait_blue_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle5"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle6"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 0.85

	game_data = {
		flowmap_intensity = 1.2
		uv_animation_speed = 0.03
	}
}
entity = {
	name = "psionic_06_ascendent_portrait_green_entity"
	pdxmesh = "psionic_06_ascendent_portrait_green_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle5"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle6"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 0.85

	game_data = {
		flowmap_intensity = 1.2
		uv_animation_speed = 0.03
	}
}
entity = {
	name = "psionic_06_ascendent_portrait_gray_entity"
	pdxmesh = "psionic_06_ascendent_portrait_gray_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle5"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle6"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 0.85

	game_data = {
		flowmap_intensity = 1.2
		uv_animation_speed = 0.03
	}
}
entity = {
	name = "psionic_06_ascendent_portrait_purple_entity"
	pdxmesh = "psionic_06_ascendent_portrait_purple_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle5"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle6"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 0.85

	game_data = {
		flowmap_intensity = 1.2
		uv_animation_speed = 0.03
	}
}

entity = {
	name = "psionic_07_portrait_entity"
	pdxmesh = "psionic_07_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle5"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 0.85

	game_data = {
		flowmap_intensity = 1
		uv_animation_speed = 0.04
	}
}
entity = {
	name = "psionic_07_ascendent_portrait_entity"
	pdxmesh = "psionic_07_ascendent_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle5"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 0.85

	game_data = {
		flowmap_intensity = 1
		uv_animation_speed = 0.04
	}
}

entity = {
	name = "psionic_08_portrait_entity"
	pdxmesh = "psionic_08_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 1.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle5"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle6"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 0.95
}
entity = {
	name = "psionic_08_ascendent_portrait_entity"
	pdxmesh = "psionic_08_ascendent_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle5"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle6"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 0.95

	game_data = {
		flowmap_intensity = 1
		uv_animation_speed = 0.03
	}
}

entity = {
	name = "psionic_09_portrait_entity"
	pdxmesh = "psionic_09_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 6.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 1.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 2.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle5"    animation_blend_time = 0.0 chance = 0.3 looping = no next_state = idle	}
	scale = 0.9
}
entity = {
	name = "psionic_09_ascendent_portrait_entity"
	pdxmesh = "psionic_09_ascendent_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle5"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 0.9

	game_data = {
		flowmap_intensity = 1
		uv_animation_speed = 0.03
	}
}

entity = {
	name = "psionic_10_portrait_entity"
	pdxmesh = "psionic_10_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	scale = 0.9
}
entity = {
	name = "psionic_10_ascendent_portrait_entity"
	pdxmesh = "psionic_10_ascendent_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	scale = 0.9

	game_data = {
		flowmap_intensity = 1
		uv_animation_speed = 0.03
	}
}

entity = {
	name = "psionic_11_portrait_entity"
	pdxmesh = "psionic_11_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 2.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle5"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	scale = 0.9
}
entity = {
	name = "psionic_11_ascendent_portrait_entity"
	pdxmesh = "psionic_11_ascendent_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle5"    animation_blend_time = 0.0 chance = 2.0 looping = no next_state = idle	}
	scale = 0.9

	game_data = {
		flowmap_intensity = 1.2
		uv_animation_speed = 0.03
	}
}

entity = {
	name = "psionic_12_portrait_entity"
	pdxmesh = "psionic_12_portrait_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 2.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	scale = 0.9
}
entity = {
	name = "psionic_12_ascendent_portrait_blue_entity"
	pdxmesh = "psionic_12_ascendent_portrait_blue_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	scale = 0.9

	game_data = {
		flowmap_intensity = 1.2
		uv_animation_speed = 0.03
	}
}
entity = {
	name = "psionic_12_ascendent_portrait_green_entity"
	pdxmesh = "psionic_12_ascendent_portrait_green_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	scale = 0.9

	game_data = {
		flowmap_intensity = 1.2
		uv_animation_speed = 0.03
	}
}
entity = {
	name = "psionic_12_ascendent_portrait_mauve_entity"
	pdxmesh = "psionic_12_ascendent_portrait_mauve_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	scale = 0.9

	game_data = {
		flowmap_intensity = 1.2
		uv_animation_speed = 0.03
	}
}
entity = {
	name = "psionic_12_ascendent_portrait_yellow_entity"
	pdxmesh = "psionic_12_ascendent_portrait_yellow_mesh"

	default_state = "idle"
	state = { name = "idle"       animation = "idle1"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 2.0 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 0.5 looping = no next_state = idle	}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0.0 chance = 2.5 looping = no next_state = idle	}
	scale = 0.9

	game_data = {
		flowmap_intensity = 1.2
		uv_animation_speed = 0.03
	}
}
