
entity = {
	name = "portrait_reptilian_01_entity"
	pdxmesh = "portrait_reptilian_01_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 2.0 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}

	scale = 1.15
}

entity = {
	name = "portrait_reptilian_02_entity"
	pdxmesh = "portrait_reptilian_02_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    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}

	scale = 1.17
}


entity = {
	name = "portrait_reptilian_03_entity"
	pdxmesh = "portrait_reptilian_03_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    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}

	scale = 1.15
}


entity = {
	name = "portrait_reptilian_04_entity"
	pdxmesh = "portrait_reptilian_04_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    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}

	scale = 1.16
}


entity = {
	name = "portrait_reptilian_05_entity"
	pdxmesh = "portrait_reptilian_05_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    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 = 1.15
}


entity = {
	name = "portrait_reptilian_06_entity"
	pdxmesh = "portrait_reptilian_06_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0.0 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 1.0 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 = 1.0 looping = no next_state = idle}
	
	state = { name = "sad"       animation = "sad"    animation_blend_time = 0.45 chance = 3.0 looping = no next_state = sad}
	state = { name = "sad"       animation = "sad2"    animation_blend_time = 0.45 chance = 1.0 looping = no next_state = sad}
	scale = 1
}


entity = {
	name = "portrait_reptilian_07_entity"
	pdxmesh = "portrait_reptilian_07_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0.0 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 1.0 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 = "sad"       animation = "sad"    animation_blend_time = 0.45 chance = 3.0 looping = no next_state = sad}
	state = { name = "sad"       animation = "sad2"    animation_blend_time = 0.45 chance = 1.0 looping = no next_state = sad}
	scale = 1
}


entity = {
	name = "portrait_reptilian_08_entity"
	pdxmesh = "portrait_reptilian_08_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0.45 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.45 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.45 chance = 0.5 looping = no next_state = idle}
	
	state = { name = "sad"       animation = "sad"    animation_blend_time = 0.45 chance = 3.0 looping = no next_state = sad}
	state = { name = "sad"       animation = "sad2"    animation_blend_time = 0.45 chance = 1.0 looping = no next_state = sad}
	scale = 1
}

entity = {
	name = "portrait_reptilian_09_entity"
	pdxmesh = "portrait_reptilian_09_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0.45 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.45 chance = 0.5 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.45 chance = 1.0 looping = no next_state = idle}
	
	state = { name = "sad"       animation = "sad"    animation_blend_time = 0.45 chance = 3.0 looping = no next_state = sad}
	state = { name = "sad"       animation = "sad2"    animation_blend_time = 0.45 chance = 1.0 looping = no next_state = sad}
	scale = 1
}

entity = {
	name = "portrait_reptilian_09_presapient_entity"
	pdxmesh = "portrait_reptilian_09_presapient_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0.45 chance = 3.0 looping = no next_state = idle}
	scale = 1
}



entity = {
	name = "portrait_reptilian_10_entity"
	pdxmesh = "portrait_reptilian_10_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0.3 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.3 chance = 1.0 looping = no next_state = idle}
	
	state = { name = "sad"       animation = "sad"    animation_blend_time = 0.45 chance = 3.0 looping = no next_state = sad}
	state = { name = "sad"       animation = "sad2"    animation_blend_time = 0.45 chance = 1.0 looping = no next_state = sad}
	scale = 1.05
}

entity = {
	name = "portrait_reptilian_11_entity"
	pdxmesh = "portrait_reptilian_11_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"     chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    chance = 1.0 looping = no next_state = idle}
	scale = 1.05
}

entity = {
	name = "portrait_reptilian_12_entity"
	pdxmesh = "portrait_reptilian_12_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"     chance = 5.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    chance = 0.5 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    chance = 1.0 looping = no next_state = idle}
	scale = 1.05
}

entity = {
	name = "portrait_reptilian_12_presapient_entity"
	pdxmesh = "portrait_reptilian_12_presapient_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0.0 chance = 5.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 1.0 looping = no next_state = idle}
	scale = 1.05
}

entity = {
	name = "portrait_reptilian_13_entity"
	pdxmesh = "portrait_reptilian_13_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0.0 chance = 4.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0.0 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0.0 chance = 1.0 looping = no next_state = idle}
	scale = 1.05
}

entity = {
	name = "portrait_reptilian_14_entity"
	pdxmesh = "portrait_reptilian_14_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"   chance = 0.5 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"   chance = 1.0 looping = no next_state = idle}
	scale = 1.05
}

entity = {
	name = "portrait_reptilian_15_entity"
	pdxmesh = "portrait_reptilian_15_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"   chance = 3.5 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"  chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"  chance = 1.5 looping = no next_state = idle}
	scale = 1.17
}

entity = {
	name = "portrait_reptilian_16_entity"
	pdxmesh = "portrait_reptilian_16_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"   chance = 4.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"  chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"  chance = 0.5 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle4"  chance = 1.0 looping = no next_state = idle}
	scale = 1.47
}

entity = {
	name = "portrait_reptilian_17_entity"
	pdxmesh = "portrait_reptilian_17_mesh"
	
	default_state = "idle"
	state = { name = "idle"        animation = "idle"  looping = no chance = 1.0 next_state = "idle" animation_blend_time = 0.0 }
	state = { name = "idle"       animation = "idle2" looping = no chance = 1.0 next_state = "idle" animation_blend_time = 0.0 }
	state = { name = "idle"       animation = "idle3" looping = no chance = 1.0 next_state = "idle" animation_blend_time = 0.0 }
	state = { name = "idle"       animation = "idle4" looping = no chance = 1.0 next_state = "idle" animation_blend_time = 0.0 }
	scale = 1.2
	
}
