@star_eater_scale = 50

@flowmap_speed = 0.17
@flowmap_intensity =  0.3

#####################################################
#####											#####
#####					Avian					#####
#####											#####
#####################################################

entity = {
	name = "avian_01_star_eater_entity"
	pdxmesh = "star_eater_01_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }
	state = { name = "working" animation = "idle" }
	state = { name = "death" animation = "closed_death" looping = no 
		event = { time = 6.3 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
			}
		}
	}
	state = { name = "death" animation = "opened_death" looping = no 
		event = { time = 13.4 node = "main_boby" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
			}
		}
	}
	
	game_data = {
		size = @star_eater_scale
		emissive_recolor_crunch = 2.0
	}

	#attach = { main_body = "avian_01_star_eater_ship_entity" }
}

entity = {
	name = "avian_01_star_eater_ship_entity"
	pdxmesh = "star_eater_01_mesh"
	scale = 1.15

	meshsettings = {
		name = "star_eater_01_core|g_body|g_bodyShape"
		index = 0
		texture_diffuse = "avian_01_star_eater_diffuse.dds"
		texture_normal = "avian_01_star_eater_normal.dds"
		texture_specular = "avian_01_star_eater_specular.dds"
		shader = "PdxMeshShip"
	}

	locator = {
	name = "root"
}

	default_state = "idle"
	# Actual idle state when being in idle/moving.
	state = { name = "idle" animation = "idle" looping = yes next_state = "idle" animation_blend_time = 5
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Idle state when going from opened state to idle. 
	state = { name = "idle" animation = "closing" looping = no next_state = "idle" 
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
	#	event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Actual moving state if going from idle/moving.
	state = { name = "moving" animation = "idle" looping = yes next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_moving_out" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Moving state if going from open/working, uses closing animation.
	state = { name = "moving" animation = "closing" looping = no next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Opened state, going after "kill_planet".
	state = { name = "working_looping" animation = "open" 
		event = { time = 0	id = "beam_start" }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }


		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_open_energy" stop_on_state_change = yes } }
		
	}
	# Opening state, goes into "working_looping" state when done.
	state = { name = "working" animation = "opening" looping = no next_state = "working_looping" 
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_opening" stop_on_state_change = no } }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		
		event = { time = 1000 id = "beam_start" } #will never fire, but lets the game know that an event with this ID exists
	}
	# Closed death state.
	state = { name = "death" animation = "closed_death" looping = no
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
				"working_looping" = 0
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 5.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 3.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 1.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 2.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 0.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 6.3 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }

	}
	# Opened death state.
	state = { name = "death" animation = "opened_death" looping = no animation_blend_time = 0.2
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
				"working_looping" = 100
			}
		}		

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 11.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 12.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 6.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 13.4 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }
	}


	 #attach = { effect_core = "necroid_01_colossus_core_effect_entity"}

}

#####################################################
#####											#####
#####				Arthropiod					#####
#####											#####
#####################################################

entity = {
	name = "arthropoid_01_star_eater_entity"
	pdxmesh = "star_eater_01_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }
	state = { name = "working" animation = "idle" }
	state = { name = "death" animation = "closed_death" looping = no 
		event = { time = 6.4 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
			}
		}
	}
	state = { name = "death" animation = "opened_death" looping = no 
		event = { time = 13.4 node = "main_boby" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
			}
		}
	}

	game_data = {
		size = @star_eater_scale
		emissive_recolor_crunch = 2.0
	}

	#attach = { main_body = "arthropoid_01_star_eater_ship_entity" }
}

entity = {
	name = "arthropoid_01_star_eater_ship_entity"
	pdxmesh = "star_eater_01_mesh"
	scale = 1.15

	meshsettings = {
		name = "star_eater_01_core|g_body|g_bodyShape"
		index = 0
		texture_diffuse = "arthropoid_01_star_eater_diffuse.dds"
		texture_normal = "arthropoid_01_star_eater_normal.dds"
		texture_specular = "arthropoid_01_star_eater_specular.dds"
		shader = "PdxMeshShip"
	}

	locator = {
	name = "root"
}

	default_state = "idle"
	# Actual idle state when being in idle/moving.
	state = { name = "idle" animation = "idle" looping = yes next_state = "idle" animation_blend_time = 5
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Idle state when going from opened state to idle. 
	state = { name = "idle" animation = "closing" looping = no next_state = "idle" 
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
	#	event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Actual moving state if going from idle/moving.
	state = { name = "moving" animation = "idle" looping = yes next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_moving_out" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Moving state if going from open/working, uses closing animation.
	state = { name = "moving" animation = "closing" looping = no next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Opened state, going after "kill_planet".
	state = { name = "working_looping" animation = "open" 
		event = { time = 0	id = "beam_start" }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }


		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_open_energy" stop_on_state_change = yes } }
		
	}
	# Opening state, goes into "working_looping" state when done.
	state = { name = "working" animation = "opening" looping = no next_state = "working_looping" 
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_opening" stop_on_state_change = no } }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		
		event = { time = 1000 id = "beam_start" } #will never fire, but lets the game know that an event with this ID exists
	}
	# Closed death state.
	state = { name = "death" animation = "closed_death" looping = no
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
				"working_looping" = 0
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 5.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 3.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 1.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 2.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 0.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 6.3 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }

	}
	# Opened death state.
	state = { name = "death" animation = "opened_death" looping = no animation_blend_time = 2
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
				"working_looping" = 100
			}
		}		

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 11.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 12.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 6.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 13.4 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }
	}


#	 attach = { effect_core = "necroid_01_colossus_core_effect_entity"}

}

#####################################################
#####											#####
#####					Fungoid					#####
#####											#####
#####################################################

entity = {
	name = "fungoid_01_star_eater_entity"
	pdxmesh = "star_eater_01_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }
	state = { name = "working" animation = "idle" }
	state = { name = "death" animation = "closed_death" looping = no 
		event = { time = 6.3 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
			}
		}
	}
	state = { name = "death" animation = "opened_death" looping = no 
		event = { time = 13.4 node = "main_boby" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
			}
		}
	}
	
	game_data = {
		size = @star_eater_scale
		emissive_recolor_crunch = 2.0
	}

	#attach = { main_body = "fungoid_01_star_eater_ship_entity" }
}

entity = {
	name = "fungoid_01_star_eater_ship_entity"
	pdxmesh = "star_eater_01_mesh"
	scale = 1.15

	meshsettings = {
		name = "star_eater_01_core|g_body|g_bodyShape"
		index = 0
		texture_diffuse = "fungoid_01_star_eater_diffuse.dds"
		texture_normal = "fungoid_01_star_eater_normal.dds"
		texture_specular = "fungoid_01_star_eater_specular.dds"
		shader = "PdxMeshShip"
	}

	locator = {
	name = "root"
}

	default_state = "idle"
	# Actual idle state when being in idle/moving.
	state = { name = "idle" animation = "idle" looping = yes next_state = "idle" animation_blend_time = 5
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Idle state when going from opened state to idle. 
	state = { name = "idle" animation = "closing" looping = no next_state = "idle" 
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
	#	event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Actual moving state if going from idle/moving.
	state = { name = "moving" animation = "idle" looping = yes next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_moving_out" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Moving state if going from open/working, uses closing animation.
	state = { name = "moving" animation = "closing" looping = no next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Opened state, going after "kill_planet".
	state = { name = "working_looping" animation = "open" 
		event = { time = 0	id = "beam_start" }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }


		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_open_energy" stop_on_state_change = yes } }
		
	}
	# Opening state, goes into "working_looping" state when done.
	state = { name = "working" animation = "opening" looping = no next_state = "working_looping" 
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_opening" stop_on_state_change = no } }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		
		event = { time = 1000 id = "beam_start" } #will never fire, but lets the game know that an event with this ID exists
	}
	# Closed death state.
	state = { name = "death" animation = "closed_death" looping = no
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
				"working_looping" = 0
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 5.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 3.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 1.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 2.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 0.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 6.3 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }

	}
	# Opened death state.
	state = { name = "death" animation = "opened_death" looping = no animation_blend_time = 2
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
				"working_looping" = 100
			}
		}		

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 11.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 12.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 6.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 13.4 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }
	}


#	 attach = { effect_core = "necroid_01_colossus_core_effect_entity"}

}

#####################################################
#####											#####
#####					Humanoid				#####
#####											#####
#####################################################

entity = {
	name = "humanoid_01_star_eater_entity"
	pdxmesh = "star_eater_01_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }
	state = { name = "working" animation = "idle" }
	state = { name = "death" animation = "closed_death" looping = no 
		event = { time = 6.3 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
			}
		}
	}
	state = { name = "death" animation = "opened_death" looping = no 
		event = { time = 13.4 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
			}
		}
	}
	
	game_data = {
		size = @star_eater_scale
		emissive_recolor_crunch = 2.0
	}

	#attach = { main_body = "humanoid_01_star_eater_ship_entity" }
}

entity = {
	name = "humanoid_01_star_eater_ship_entity"
	pdxmesh = "star_eater_01_mesh"
	scale = 1.15

	meshsettings = {
		name = "star_eater_01_core|g_body|g_bodyShape"
		index = 0
		texture_diffuse = "humanoid_01_star_eater_diffuse.dds"
		texture_normal = "humanoid_01_star_eater_normal.dds"
		texture_specular = "humanoid_01_star_eater_specular.dds"
		shader = "PdxMeshShip"
	}

	locator = {
	name = "root"
}

	default_state = "idle"
	# Actual idle state when being in idle/moving.
	state = { name = "idle" animation = "idle" looping = yes next_state = "idle" animation_blend_time = 5
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Idle state when going from opened state to idle. 
	state = { name = "idle" animation = "closing" looping = no next_state = "idle" 
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
	#	event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Actual moving state if going from idle/moving.
	state = { name = "moving" animation = "idle" looping = yes next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_moving_out" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Moving state if going from open/working, uses closing animation.
	state = { name = "moving" animation = "closing" looping = no next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Opened state, going after "kill_planet".
	state = { name = "working_looping" animation = "open" 
		event = { time = 0	id = "beam_start" }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }


		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_open_energy" stop_on_state_change = yes } }
		
	}
	# Opening state, goes into "working_looping" state when done.
	state = { name = "working" animation = "opening" looping = no next_state = "working_looping" 
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_opening" stop_on_state_change = no } }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		
		event = { time = 1000 id = "beam_start" } #will never fire, but lets the game know that an event with this ID exists
	}
	# Closed death state.
	state = { name = "death" animation = "closed_death" looping = no
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
				"working_looping" = 0
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
	#	event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
	#	event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
	#	event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
	#	event = { time = 3.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
	#	event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
	#	event = { time = 2.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
	#	event = { time = 1.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
	#	event = { time = 2.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
	#	event = { time = 3.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
	#	event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
	#	event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
	#	event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
	#	event = { time = 0.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
	#	event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
	#	event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
	#	event = { time = 1.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
	#	event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 6.3 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }

	}
	# Opened death state.
	state = { name = "death" animation = "opened_death" looping = no animation_blend_time = 2
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
				"working_looping" = 100
			}
		}		

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 11.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 12.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 6.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 13.4 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }
	}


#	 attach = { effect_core = "necroid_01_colossus_core_effect_entity"}

}

#####################################################
#####											#####
#####					Lithoid					#####
#####											#####
#####################################################

entity = {
	name = "lithoid_01_star_eater_entity"
	pdxmesh = "star_eater_01_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }
	state = { name = "working" animation = "idle" }
	state = { name = "death" animation = "closed_death" looping = no 
		event = { time = 6.3 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
			}
		}
	}
	state = { name = "death" animation = "opened_death" looping = no 
		event = { time = 13.4 node = "main_boby" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
			}
		}
	}
	
	
	game_data = {
		size = @star_eater_scale
		emissive_recolor_crunch = 2.0
	}

	#attach = { main_body = "lithoid_01_star_eater_ship_entity" }
}

entity = {
	name = "lithoid_01_star_eater_ship_entity"
	pdxmesh = "star_eater_01_mesh"
	scale = 1.15

	meshsettings = {
		name = "star_eater_01_core|g_body|g_bodyShape"
		index = 0
		texture_diffuse = "lithoid_01_star_eater_diffuse.dds"
		texture_normal = "lithoid_01_star_eater_normal.dds"
		texture_specular = "lithoid_01_star_eater_specular.dds"
		shader = "PdxMeshShip"
	}

	locator = {
	name = "root"
}

	default_state = "idle"
	# Actual idle state when being in idle/moving.
	state = { name = "idle" animation = "idle" looping = yes next_state = "idle" animation_blend_time = 5
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Idle state when going from opened state to idle. 
	state = { name = "idle" animation = "closing" looping = no next_state = "idle" 
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
	#	event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Actual moving state if going from idle/moving.
	state = { name = "moving" animation = "idle" looping = yes next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_moving_out" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Moving state if going from open/working, uses closing animation.
	state = { name = "moving" animation = "closing" looping = no next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Opened state, going after "kill_planet".
	state = { name = "working_looping" animation = "open" 
		event = { time = 0	id = "beam_start" }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }


		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_open_energy" stop_on_state_change = yes } }
		
	}
	# Opening state, goes into "working_looping" state when done.
	state = { name = "working" animation = "opening" looping = no next_state = "working_looping" 
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_opening" stop_on_state_change = no } }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		
		event = { time = 1000 id = "beam_start" } #will never fire, but lets the game know that an event with this ID exists
	}
	# Closed death state.
	state = { name = "death" animation = "closed_death" looping = no
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
				"working_looping" = 0
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 5.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 3.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 1.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 2.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 0.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 6.3 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }

	}
	# Opened death state.
	state = { name = "death" animation = "opened_death" looping = no animation_blend_time = 2
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
				"working_looping" = 100
			}
		}		

		event = { time = 0.7 node = "explosion_locator_01" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.6 node = "explosion_locator_06" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.1 node = "explosion_locator_07" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_09" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_10" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.9 node = "explosion_locator_11" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_13" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 11.4 node = "explosion_locator_14" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_15" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_16" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_17" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 12.4 node = "explosion_locator_18" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.2 node = "explosion_locator_19" particle = "small_lithoid_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "small_lithoid_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_21" particle = "small_lithoid_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "small_lithoid_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 6.7 node = "explosion_locator_23" particle = "small_lithoid_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "small_lithoid_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_25" particle = "small_lithoid_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "small_lithoid_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "small_lithoid_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.8 node = "explosion_locator_28" particle = "small_lithoid_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.1 node = "explosion_locator_29" particle = "small_lithoid_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "small_lithoid_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "small_lithoid_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_32" particle = "small_lithoid_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_33" particle = "small_lithoid_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_34" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_37" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.0 node = "explosion_locator_38" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_42" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.8 node = "explosion_locator_43" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.5 node = "explosion_locator_44" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_46" particle = "small_lithoid_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 13.4 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }
	}


#	 attach = { effect_core = "necroid_01_colossus_core_effect_entity"}

}

#####################################################
#####											#####
#####				Mammalian					#####
#####											#####
#####################################################

entity = {
	name = "mammalian_01_star_eater_entity"
	pdxmesh = "star_eater_01_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }
	state = { name = "working" animation = "idle" }
	state = { name = "death" animation = "closed_death" looping = no 
		event = { time = 6.3 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
			}
		}
	}
	state = { name = "death" animation = "opened_death" looping = no 
		event = { time = 13.4 node = "main_boby" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
			}
		}
	}
	
	
	game_data = {
		size = @star_eater_scale
		emissive_recolor_crunch = 2.0
	}

	#attach = { main_body = "mammalian_01_star_eater_ship_entity" }
}

entity = {
	name = "mammalian_01_star_eater_ship_entity"
	pdxmesh = "star_eater_01_mesh"
	scale = 1.15

	meshsettings = {
		name = "star_eater_01_core|g_body|g_bodyShape"
		index = 0
		texture_diffuse = "mammalian_01_star_eater_diffuse.dds"
		texture_normal = "mammalian_01_star_eater_normal.dds"
		texture_specular = "mammalian_01_star_eater_specular.dds"
		shader = "PdxMeshShip"
	}

	locator = {
	name = "root"
}

	default_state = "idle"
	# Actual idle state when being in idle/moving.
	state = { name = "idle" animation = "idle" looping = yes next_state = "idle" animation_blend_time = 5
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Idle state when going from opened state to idle. 
	state = { name = "idle" animation = "closing" looping = no next_state = "idle" 
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
	#	event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Actual moving state if going from idle/moving.
	state = { name = "moving" animation = "idle" looping = yes next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_moving_out" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Moving state if going from open/working, uses closing animation.
	state = { name = "moving" animation = "closing" looping = no next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Opened state, going after "kill_planet".
	state = { name = "working_looping" animation = "open" 
		event = { time = 0	id = "beam_start" }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }


		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_open_energy" stop_on_state_change = yes } }
		
	}
	# Opening state, goes into "working_looping" state when done.
	state = { name = "working" animation = "opening" looping = no next_state = "working_looping" 
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_opening" stop_on_state_change = no } }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		
		event = { time = 1000 id = "beam_start" } #will never fire, but lets the game know that an event with this ID exists
	}
	# Closed death state.
	state = { name = "death" animation = "closed_death" looping = no
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
				"working_looping" = 0
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 5.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 3.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 1.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 2.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 0.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 6.3 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }

	}
	# Opened death state.
	state = { name = "death" animation = "opened_death" looping = no animation_blend_time = 2
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
				"working_looping" = 100
			}
		}		

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 11.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 12.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 6.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 13.4 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }
	}

#	 attach = { effect_core = "necroid_01_colossus_core_effect_entity"}

}

#####################################################
#####											#####
#####				Molluscoid					#####
#####											#####
#####################################################

entity = {
	name = "molluscoid_01_star_eater_entity"
	pdxmesh = "star_eater_01_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }
	state = { name = "working" animation = "idle" }
	state = { name = "death" animation = "closed_death" looping = no 
		event = { time = 6.3 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
			}
		}
	}
	state = { name = "death" animation = "opened_death" looping = no 
		event = { time = 13.4 node = "main_boby" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
			}
		}
	}
	
	
	game_data = {
		size = @star_eater_scale
		emissive_recolor_crunch = 2.0
	}

	#attach = { main_body = "molluscoid_01_star_eater_ship_entity" }
}

entity = {
	name = "molluscoid_01_star_eater_ship_entity"
	pdxmesh = "star_eater_01_mesh"
	scale = 1.15

	meshsettings = {
		name = "star_eater_01_core|g_body|g_bodyShape"
		index = 0
		texture_diffuse = "molluscoid_01_star_eater_diffuse.dds"
		texture_normal = "molluscoid_01_star_eater_normal.dds"
		texture_specular = "molluscoid_01_star_eater_specular.dds"
		shader = "PdxMeshShip"
	}

	locator = {
	name = "root"
}

	default_state = "idle"
	# Actual idle state when being in idle/moving.
	state = { name = "idle" animation = "idle" looping = yes next_state = "idle" animation_blend_time = 5
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Idle state when going from opened state to idle. 
	state = { name = "idle" animation = "closing" looping = no next_state = "idle" 
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
	#	event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "necroid_colossus_closing" stop_on_state_change = no } }
	}
	# Actual moving state if going from idle/moving.
	state = { name = "moving" animation = "idle" looping = yes next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_moving_out" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Moving state if going from open/working, uses closing animation.
	state = { name = "moving" animation = "closing" looping = no next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Opened state, going after "kill_planet".
	state = { name = "working_looping" animation = "open" 
		event = { time = 0	id = "beam_start" }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }


		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_open_energy" stop_on_state_change = yes } }
		
	}
	# Opening state, goes into "working_looping" state when done.
	state = { name = "working" animation = "opening" looping = no next_state = "working_looping" 
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_opening" stop_on_state_change = no } }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		
		event = { time = 1000 id = "beam_start" } #will never fire, but lets the game know that an event with this ID exists
	}
	# Closed death state.
	state = { name = "death" animation = "closed_death" looping = no
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
				"working_looping" = 0
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 5.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 3.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 1.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 2.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 0.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 6.3 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }

	}
	# Opened death state.
	state = { name = "death" animation = "opened_death" looping = no animation_blend_time = 2
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
				"working_looping" = 100
			}
		}		

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 11.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 12.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 6.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 13.4 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }
	}

#	 attach = { effect_core = "necroid_01_colossus_core_effect_entity"}

}

#####################################################
#####											#####
#####					Necroid					#####
#####											#####
#####################################################

entity = {
	name = "necroid_01_star_eater_entity"
	pdxmesh = "star_eater_01_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }
	state = { name = "working" animation = "idle" }
	state = { name = "death" animation = "closed_death" looping = no 
		event = { time = 6.3 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
			}
		}
	}
	state = { name = "death" animation = "opened_death" looping = no 
		event = { time = 13.4 node = "main_boby" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
			}
		}
	}
	
	
	game_data = {
		size = @star_eater_scale
		emissive_recolor_crunch = 2.0
	}

	#attach = { main_body = "necroid_01_star_eater_ship_entity" }
}

entity = {
	name = "necroid_01_star_eater_ship_entity"
	pdxmesh = "star_eater_01_mesh"
	scale = 1.15

	meshsettings = {
		name = "star_eater_01_core|g_body|g_bodyShape"
		index = 0
		texture_diffuse = "necroid_01_star_eater_diffuse.dds"
		texture_normal = "necroid_01_star_eater_normal.dds"
		texture_specular = "necroid_01_star_eater_specular.dds"
		shader = "PdxMeshShip"
	}

	locator = {
	name = "root"
}

	default_state = "idle"
	# Actual idle state when being in idle/moving.
	state = { name = "idle" animation = "idle" looping = yes next_state = "idle" animation_blend_time = 5
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "necroid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "necroid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "necroid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Idle state when going from opened state to idle. 
	state = { name = "idle" animation = "closing" looping = no next_state = "idle" 
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
	#	event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "necroid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "necroid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "necroid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Actual moving state if going from idle/moving.
	state = { name = "moving" animation = "idle" looping = yes next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "necroid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "necroid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "necroid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_moving_out" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Moving state if going from open/working, uses closing animation.
	state = { name = "moving" animation = "closing" looping = no next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "necroid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "necroid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "necroid_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Opened state, going after "kill_planet".
	state = { name = "working_looping" animation = "open" 
		event = { time = 0	id = "beam_start" }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "necroid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "necroid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "necroid_01_ship_light_effect" keep_particle = yes trigger_once = yes }


		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_open_energy" stop_on_state_change = yes } }
		
	}
	# Opening state, goes into "working_looping" state when done.
	state = { name = "working" animation = "opening" looping = no next_state = "working_looping" 
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_opening" stop_on_state_change = no } }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "necroid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "necroid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "necroid_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		
		event = { time = 1000 id = "beam_start" } #will never fire, but lets the game know that an event with this ID exists
	}
	# Closed death state.
	state = { name = "death" animation = "closed_death" looping = no
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
				"working_looping" = 0
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 5.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 3.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 1.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 2.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 0.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 6.3 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }

	}
	# Opened death state.
	state = { name = "death" animation = "opened_death" looping = no animation_blend_time = 2
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
				"working_looping" = 100
			}
		}		

		event = { time = 0.7 node = "explosion_locator_01" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.6 node = "explosion_locator_06" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.1 node = "explosion_locator_07" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_09" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_10" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.9 node = "explosion_locator_11" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_13" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 11.4 node = "explosion_locator_14" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_15" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_16" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_17" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 12.4 node = "explosion_locator_18" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.2 node = "explosion_locator_19" particle = "necroid_01_2_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "necroid_01_2_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_21" particle = "necroid_01_2_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "necroid_01_2_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 6.7 node = "explosion_locator_23" particle = "necroid_01_2_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "necroid_01_2_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_25" particle = "necroid_01_2_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "necroid_01_2_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "necroid_01_2_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.8 node = "explosion_locator_28" particle = "necroid_01_2_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.1 node = "explosion_locator_29" particle = "necroid_01_2_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "necroid_01_2_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "necroid_01_2_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_32" particle = "necroid_01_2_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_33" particle = "necroid_01_2_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_34" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_37" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.0 node = "explosion_locator_38" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_42" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.8 node = "explosion_locator_43" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.5 node = "explosion_locator_44" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_46" particle = "necroid_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 13.4 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }
	}


#	 attach = { effect_core = "necroid_01_colossus_core_effect_entity"}

}

#####################################################
#####											#####
#####					Nemesis					#####
#####											#####
#####################################################

entity = {
	name = "nemesis_01_star_eater_entity"
	pdxmesh = "star_eater_01_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }	
	state = { name = "working" animation = "idle" }
	state = { name = "death" animation = "closed_death" looping = no 
		event = { time = 6.3 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
			}
		}
	}
	state = { name = "death" animation = "opened_death" looping = no 
		event = { time = 13.4 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
			}
		}
	}
	
	game_data = {
		size = @star_eater_scale
		emissive_recolor_crunch = 2.0
	}

#	attach = { main_body = "nemesis_01_star_eater_ship_entity" }
}

entity = {
	name = "nemesis_01_star_eater_ship_entity"
	pdxmesh = "star_eater_01_mesh"
	scale = 1.15

	meshsettings = {
		name = "star_eater_01_core|g_body|g_bodyShape"
		index = 0
		texture_diffuse = "nemesis_01_star_eater_diffuse.dds"
		texture_normal = "nemesis_01_star_eater_normal.dds"
		texture_specular = "nemesis_01_star_eater_specular.dds"
		shader = "PdxMeshShip"
	}

	locator = {
		name = "root"
	}

	default_state = "idle"
	# Actual idle state when being in idle/moving.
	state = { name = "idle" animation = "idle" looping = yes next_state = "idle" animation_blend_time = 5
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Idle state when going from opened state to idle. 
	state = { name = "idle" animation = "closing" looping = no next_state = "idle" 
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
	#	event = { time = 0.0 node = "core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Actual moving state if going from idle/moving.
	state = { name = "moving" animation = "idle" looping = yes next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_moving_out" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Moving state if going from open/working, uses closing animation.
	state = { name = "moving" animation = "closing" looping = no next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
#		event = { time = 0.0 node = "core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Opened state, going after "kill_planet".
	state = { name = "working_looping" animation = "open" 
		event = { time = 0	id = "beam_start" }
		
#		event = { time = 0.0 node = "core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }


		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_open_energy" stop_on_state_change = yes } }
		
	}
	# Opening state, goes into "working_looping" state when done.
	state = { name = "working" animation = "opening" looping = no next_state = "working_looping" 
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_opening" stop_on_state_change = no } }
		
#		event = { time = 0.0 node = "core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		
		event = { time = 1000 id = "beam_start" } #will never fire, but lets the game know that an event with this ID exists
	}
	# Closed death state.
	state = { name = "death" animation = "closed_death" looping = no
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
				"working_looping" = 0
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 5.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 3.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 1.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 2.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 0.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 6.3 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }

	}
	# Opened death state.
	state = { name = "death" animation = "opened_death" looping = no animation_blend_time = 0.01
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
				"working_looping" = 100
			}
		}		

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 11.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 12.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 6.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 13.4 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }

	}

#	 attach = { core = "necroid_01_colossus_core_effect_entity"}

}

#####################################################
#####											#####
#####					Aquatic					#####
#####											#####
#####################################################

entity = {
	name = "aquatic_01_star_eater_entity"
	pdxmesh = "star_eater_01_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }	
	state = { name = "working" animation = "idle" }
	state = { name = "death" animation = "closed_death" looping = no 
		event = { time = 6.3 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
			}
		}
	}
	state = { name = "death" animation = "opened_death" looping = no 
		event = { time = 13.4 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
			}
		}
	}
	
	game_data = {
		size = @star_eater_scale
		emissive_recolor_crunch = 2.0
	}

#	attach = { main_body = "aquatic_01_star_eater_ship_entity" }
}

entity = {
	name = "aquatic_01_star_eater_ship_entity"
	pdxmesh = "star_eater_01_mesh"
	scale = 1.15

	meshsettings = {
		name = "star_eater_01_core|g_body|g_bodyShape"
		index = 0
		texture_diffuse = "aquatic_01_star_eater_diffuse.dds"
		texture_normal = "aquatic_01_star_eater_normal.dds"
		texture_specular = "aquatic_01_star_eater_specular.dds"
		shader = "PdxMeshShip"
	}

	locator = {
		name = "root"
	}

	default_state = "idle"
	# Actual idle state when being in idle/moving.
	state = { name = "idle" animation = "idle" looping = yes next_state = "idle" animation_blend_time = 5
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Idle state when going from opened state to idle. 
	state = { name = "idle" animation = "closing" looping = no next_state = "idle" 
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
	#	event = { time = 0.0 node = "core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Actual moving state if going from idle/moving.
	state = { name = "moving" animation = "idle" looping = yes next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_moving_out" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Moving state if going from open/working, uses closing animation.
	state = { name = "moving" animation = "closing" looping = no next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
#		event = { time = 0.0 node = "core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Opened state, going after "kill_planet".
	state = { name = "working_looping" animation = "open" 
		event = { time = 0	id = "beam_start" }
		
#		event = { time = 0.0 node = "core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }


		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_open_energy" stop_on_state_change = yes } }
		
	}
	# Opening state, goes into "working_looping" state when done.
	state = { name = "working" animation = "opening" looping = no next_state = "working_looping" 
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_opening" stop_on_state_change = no } }
		
#		event = { time = 0.0 node = "core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		
		event = { time = 1000 id = "beam_start" } #will never fire, but lets the game know that an event with this ID exists
	}
	# Closed death state.
	state = { name = "death" animation = "closed_death" looping = no
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
				"working_looping" = 0
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 5.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 3.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 1.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 2.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 0.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 6.3 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }

	}
	# Opened death state.
	state = { name = "death" animation = "opened_death" looping = no animation_blend_time = 0.01
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
				"working_looping" = 100
			}
		}		

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 11.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 12.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 6.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 13.4 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }

	}

#	 attach = { core = "necroid_01_colossus_core_effect_entity"}

}

#####################################################
#####											#####
#####					Plantoid				#####
#####											#####
#####################################################

entity = {
	name = "plantoid_01_star_eater_entity"
	pdxmesh = "star_eater_01_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }
	state = { name = "working" animation = "idle" }
	state = { name = "death" animation = "closed_death" looping = no 
		event = { time = 6.3 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
			}
		}
	}
	state = { name = "death" animation = "opened_death" looping = no 
		event = { time = 13.4 node = "main_boby" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
			}
		}
	}
	
	
	game_data = {
		size = @star_eater_scale
		emissive_recolor_crunch = 2.0
	}

	#attach = { main_body = "plantoid_01_star_eater_ship_entity" }
}

entity = {
	name = "plantoid_01_star_eater_ship_entity"
	pdxmesh = "star_eater_01_mesh"
	scale = 1.15

	meshsettings = {
		name = "star_eater_01_core|g_body|g_bodyShape"
		index = 0
		texture_diffuse = "plantoid_01_star_eater_diffuse.dds"
		texture_normal = "plantoid_01_star_eater_normal.dds"
		texture_specular = "plantoid_01_star_eater_specular.dds"
		shader = "PdxMeshShip"
	}

	locator = {
	name = "root"
	}

	default_state = "idle"
	# Actual idle state when being in idle/moving.
	state = { name = "idle" animation = "idle" looping = yes next_state = "idle" animation_blend_time = 5
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Idle state when going from opened state to idle. 
	state = { name = "idle" animation = "closing" looping = no next_state = "idle" 
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
	#	event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Actual moving state if going from idle/moving.
	state = { name = "moving" animation = "idle" looping = yes next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_moving_out" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Moving state if going from open/working, uses closing animation.
	state = { name = "moving" animation = "closing" looping = no next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Opened state, going after "kill_planet".
	state = { name = "working_looping" animation = "open" 
		event = { time = 0	id = "beam_start" }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }


		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_open_energy" stop_on_state_change = yes } }
		
	}
	# Opening state, goes into "working_looping" state when done.
	state = { name = "working" animation = "opening" looping = no next_state = "working_looping" 
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_opening" stop_on_state_change = no } }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		
		event = { time = 1000 id = "beam_start" } #will never fire, but lets the game know that an event with this ID exists
	}
	# Closed death state.
	state = { name = "death" animation = "closed_death" looping = no
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
				"working_looping" = 0
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 0.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 6.3 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }

	}
	# Opened death state.
	state = { name = "death" animation = "opened_death" looping = no animation_blend_time = 2
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
				"working_looping" = 100
			}
		}		

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 11.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 12.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 6.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 13.4 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }
	}

#	 attach = { core = "necroid_01_colossus_core_effect_entity"}

}

#####################################################
#####											#####
#####					Reptilian				#####
#####											#####
#####################################################

entity = {
	name = "reptilian_01_star_eater_entity"
	pdxmesh = "star_eater_01_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }
	state = { name = "working" animation = "idle" }
	state = { name = "death" animation = "closed_death" looping = no 
		event = { time = 6.3 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
			}
		}
	}
	state = { name = "death" animation = "opened_death" looping = no 
		event = { time = 13.4 node = "main_boby" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
			}
		}
	}
	
	
	game_data = {
		size = @star_eater_scale
		emissive_recolor_crunch = 2.0
	}

	#attach = { main_body = "reptilian_01_star_eater_ship_entity" }
}

entity = {
	name = "reptilian_01_star_eater_ship_entity"
	pdxmesh = "star_eater_01_mesh"
	scale = 1.15

	meshsettings = {
		name = "star_eater_01_core|g_body|g_bodyShape"
		index = 0
		texture_diffuse = "reptilian_01_star_eater_diffuse.dds"
		texture_normal = "reptilian_01_star_eater_normal.dds"
		texture_specular = "reptilian_01_star_eater_specular.dds"
		shader = "PdxMeshShip"
	}

		locator = {
		name = "root"
}

	default_state = "idle"
	# Actual idle state when being in idle/moving.
	state = { name = "idle" animation = "idle" looping = yes next_state = "idle" animation_blend_time = 5
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Idle state when going from opened state to idle. 
	state = { name = "idle" animation = "closing" looping = no next_state = "idle" 
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
	#	event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Actual moving state if going from idle/moving.
	state = { name = "moving" animation = "idle" looping = yes next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_moving_out" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Moving state if going from open/working, uses closing animation.
	state = { name = "moving" animation = "closing" looping = no next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Opened state, going after "kill_planet".
	state = { name = "working_looping" animation = "open" 
		event = { time = 0	id = "beam_start" }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }


		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_open_energy" stop_on_state_change = yes } }
		
	}
	# Opening state, goes into "working_looping" state when done.
	state = { name = "working" animation = "opening" looping = no next_state = "working_looping" 
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_opening" stop_on_state_change = no } }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		
		event = { time = 1000 id = "beam_start" } #will never fire, but lets the game know that an event with this ID exists
	}
	# Closed death state.
	state = { name = "death" animation = "closed_death" looping = no
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
				"working_looping" = 0
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 0.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 6.3 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }

	}
	# Opened death state.
	state = { name = "death" animation = "opened_death" looping = no animation_blend_time = 2
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
				"working_looping" = 100
			}
		}		

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 11.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 12.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 6.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 13.4 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }
	}

}

#####################################################
#####											#####
#####					Toxoid					#####
#####											#####
#####################################################

entity = {
	name = "toxoid_01_star_eater_entity"
	pdxmesh = "star_eater_01_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }
	state = { name = "working" animation = "idle" }
	state = { name = "death" animation = "closed_death" looping = no 
		event = { time = 6.3 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
			}
		}
	}
	state = { name = "death" animation = "opened_death" looping = no 
		event = { time = 13.4 node = "main_boby" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
			}
		}
	}
	
	
	game_data = {
		size = @star_eater_scale
		emissive_recolor_crunch = 2.0
	}

	#attach = { main_body = "toxoid_01_star_eater_ship_entity" }
}

entity = {
	name = "toxoid_01_star_eater_ship_entity"
	pdxmesh = "star_eater_01_mesh"
	scale = 1.15

	meshsettings = {
		name = "star_eater_01_core|g_body|g_bodyShape"
		index = 0
		texture_diffuse = "toxoid_01_star_eater_diffuse.dds"
		texture_normal = "toxoid_01_star_eater_normal.dds"
		texture_specular = "toxoid_01_star_eater_specular.dds"
		shader = "PdxMeshShip"
	}

		locator = {
		name = "root"
}

	default_state = "idle"
	# Actual idle state when being in idle/moving.
	state = { name = "idle" animation = "idle" looping = yes next_state = "idle" animation_blend_time = 5
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Idle state when going from opened state to idle. 
	state = { name = "idle" animation = "closing" looping = no next_state = "idle" 
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
	#	event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Actual moving state if going from idle/moving.
	state = { name = "moving" animation = "idle" looping = yes next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_moving_out" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Moving state if going from open/working, uses closing animation.
	state = { name = "moving" animation = "closing" looping = no next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Opened state, going after "kill_planet".
	state = { name = "working_looping" animation = "open" 
		event = { time = 0	id = "beam_start" }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }


		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_open_energy" stop_on_state_change = yes } }
		
	}
	# Opening state, goes into "working_looping" state when done.
	state = { name = "working" animation = "opening" looping = no next_state = "working_looping" 
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_opening" stop_on_state_change = no } }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		
		event = { time = 1000 id = "beam_start" } #will never fire, but lets the game know that an event with this ID exists
	}
	# Closed death state.
	state = { name = "death" animation = "closed_death" looping = no
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
				"working_looping" = 0
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 0.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 6.3 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }

	}
	# Opened death state.
	state = { name = "death" animation = "opened_death" looping = no animation_blend_time = 2
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
				"working_looping" = 100
			}
		}		

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 11.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 12.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 6.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 13.4 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }
	}

}
#####################################################
#####											#####
#####				Cybernetics					#####
#####											#####
#####################################################

entity = {
	name = "cybernetics_01_star_eater_entity"
	pdxmesh = "star_eater_01_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }
	state = { name = "working" animation = "idle" }
	state = { name = "death" animation = "closed_death" looping = no 
		event = { time = 6.3 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
			}
		}
	}
	state = { name = "death" animation = "opened_death" looping = no 
		event = { time = 13.4 node = "main_boby" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
			}
		}
	}
	
	
	game_data = {
		size = @star_eater_scale
		emissive_recolor_crunch = 2.0
	}

	#attach = { main_body = "cybernetics_01_star_eater_ship_entity" }
}

entity = {
	name = "cybernetics_01_star_eater_ship_entity"
	pdxmesh = "star_eater_01_mesh"
	scale = 1.15

	meshsettings = {
		name = "star_eater_01_core|g_body|g_bodyShape"
		index = 0
		texture_diffuse = 	"cybernetics_01_star_eater_diffuse.dds"
		texture_normal = 	"cybernetics_01_star_eater_normal.dds"
		texture_specular = 	"cybernetics_01_star_eater_specular.dds"
		shader = "PdxMeshShip"
	}
	game_data = {
		emissive_recolor_crunch = 2.0
	}
		locator = {
		name = "root"
}

	default_state = "idle"
	# Actual idle state when being in idle/moving.
	state = { name = "idle" animation = "idle" looping = yes next_state = "idle" animation_blend_time = 5
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Idle state when going from opened state to idle. 
	state = { name = "idle" animation = "closing" looping = no next_state = "idle" 
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
	#	event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Actual moving state if going from idle/moving.
	state = { name = "moving" animation = "idle" looping = yes next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_moving_out" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Moving state if going from open/working, uses closing animation.
	state = { name = "moving" animation = "closing" looping = no next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Opened state, going after "kill_planet".
	state = { name = "working_looping" animation = "open" 
		event = { time = 0	id = "beam_start" }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }


		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_open_energy" stop_on_state_change = yes } }
		
	}
	# Opening state, goes into "working_looping" state when done.
	state = { name = "working" animation = "opening" looping = no next_state = "working_looping" 
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_opening" stop_on_state_change = no } }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		
		event = { time = 1000 id = "beam_start" } #will never fire, but lets the game know that an event with this ID exists
	}
	# Closed death state.
	state = { name = "death" animation = "closed_death" looping = no
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
				"working_looping" = 0
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 0.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 6.3 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }

	}
	# Opened death state.
	state = { name = "death" animation = "opened_death" looping = no animation_blend_time = 2
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
				"working_looping" = 100
			}
		}		

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 11.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 12.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 6.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 13.4 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }
	}

}

#####################################################
#####											#####
#####				Synthetics				#####
#####											#####
#####################################################

entity = {
	name = "synthetics_01_star_eater_entity"
	pdxmesh = "star_eater_01_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }
	state = { name = "working" animation = "idle" }
	state = { name = "death" animation = "closed_death" looping = no 
		event = { time = 6.3 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
			}
		}
	}
	state = { name = "death" animation = "opened_death" looping = no 
		event = { time = 13.4 node = "main_boby" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
			}
		}
	}
	
	
	game_data = {
		size = @star_eater_scale
		emissive_recolor_crunch = 2.0
	}

	#attach = { main_body = "synthetics_01_star_eater_ship_entity" }
}

entity = {
	name = "synthetics_01_star_eater_ship_entity"
	pdxmesh = "star_eater_01_mesh"
	scale = 1.15

	meshsettings = {
		name = "star_eater_01_core|g_body|g_bodyShape"
		index = 0
		texture_diffuse = 	"synthetics_01_star_eater_diffuse.dds"
		texture_normal = 	"synthetics_01_star_eater_normal.dds"
		texture_specular = 	"synthetics_01_star_eater_specular.dds"
		shader = "PdxMeshShip"
	}
	game_data = {
		emissive_recolor_crunch = 2.0
	}
		locator = {
		name = "root"
}

	default_state = "idle"
	# Actual idle state when being in idle/moving.
	state = { name = "idle" animation = "idle" looping = yes next_state = "idle" animation_blend_time = 5
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Idle state when going from opened state to idle. 
	state = { name = "idle" animation = "closing" looping = no next_state = "idle" 
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
	#	event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Actual moving state if going from idle/moving.
	state = { name = "moving" animation = "idle" looping = yes next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_moving_out" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Moving state if going from open/working, uses closing animation.
	state = { name = "moving" animation = "closing" looping = no next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Opened state, going after "kill_planet".
	state = { name = "working_looping" animation = "open" 
		event = { time = 0	id = "beam_start" }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }


		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_open_energy" stop_on_state_change = yes } }
		
	}
	# Opening state, goes into "working_looping" state when done.
	state = { name = "working" animation = "opening" looping = no next_state = "working_looping" 
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_opening" stop_on_state_change = no } }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		
		event = { time = 1000 id = "beam_start" } #will never fire, but lets the game know that an event with this ID exists
	}
	# Closed death state.
	state = { name = "death" animation = "closed_death" looping = no
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
				"working_looping" = 0
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 0.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 6.3 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }

	}
	# Opened death state.
	state = { name = "death" animation = "opened_death" looping = no animation_blend_time = 2
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
				"working_looping" = 100
			}
		}		

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 11.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 12.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 6.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 13.4 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }
	}
}

#####################################################
#####											#####
#####				Biogenesis_01				#####
#####											#####
#####################################################

entity = {
	name = "biogenesis_01_star_eater_entity"
	pdxmesh = "star_eater_01_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }
	state = { name = "working" animation = "idle" }
	state = { name = "death" animation = "closed_death" looping = no 
		event = { time = 6.3 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
			}
		}
	}
	state = { name = "death" animation = "opened_death" looping = no 
		event = { time = 13.4 node = "main_boby" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
			}
		}
	}
	
	
	game_data = {
		size = @star_eater_scale
		emissive_recolor_crunch = 2.0
	}

	#attach = { main_body = "biogenesis_01_star_eater_ship_entity" }
}

entity = {
	name = "biogenesis_01_star_eater_ship_entity"
	pdxmesh = "star_eater_01_mesh"
	scale = 1.15

	meshsettings = {
		name = "star_eater_01_core|g_body|g_bodyShape"
		index = 0
		texture_diffuse = 	"biogenesis_01_star_eater_diffuse.dds"
		texture_normal = 	"biogenesis_01_star_eater_normal.dds"
		texture_specular = 	"biogenesis_01_star_eater_specular.dds"
		shader = "PdxMeshShipDiffuseEmissive"
	}
	
	game_data = {
		emissive_recolor_crunch = 2.0
	}

	locator = {
		name = "root"
	}

	default_state = "idle"
	# Actual idle state when being in idle/moving.
	state = { name = "idle" animation = "idle" looping = yes next_state = "idle" animation_blend_time = 5
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Idle state when going from opened state to idle. 
	state = { name = "idle" animation = "closing" looping = no next_state = "idle" 
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
	#	event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Actual moving state if going from idle/moving.
	state = { name = "moving" animation = "idle" looping = yes next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_moving_out" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Moving state if going from open/working, uses closing animation.
	state = { name = "moving" animation = "closing" looping = no next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Opened state, going after "kill_planet".
	state = { name = "working_looping" animation = "open" 
		event = { time = 0	id = "beam_start" }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }


		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_open_energy" stop_on_state_change = yes } }
		
	}
	# Opening state, goes into "working_looping" state when done.
	state = { name = "working" animation = "opening" looping = no next_state = "working_looping" 
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_opening" stop_on_state_change = no } }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		
		event = { time = 1000 id = "beam_start" } #will never fire, but lets the game know that an event with this ID exists
	}
	# Closed death state.
	state = { name = "death" animation = "closed_death" looping = no
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
				"working_looping" = 0
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 0.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 6.3 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }

	}
	# Opened death state.
	state = { name = "death" animation = "opened_death" looping = no animation_blend_time = 2
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
				"working_looping" = 100
			}
		}		

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 11.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 12.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 6.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 13.4 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }
	}

}

#####################################################
#####											#####
#####				Biogenesis_02				#####
#####											#####
#####################################################

entity = {
	name = "biogenesis_02_star_eater_entity"
	pdxmesh = "star_eater_01_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }
	state = { name = "working" animation = "idle" }
	state = { name = "death" animation = "closed_death" looping = no 
		event = { time = 6.3 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
			}
		}
	}
	state = { name = "death" animation = "opened_death" looping = no 
		event = { time = 13.4 node = "main_boby" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
			}
		}
	}
	
	
	game_data = {
		size = @star_eater_scale
		emissive_recolor_crunch = 2.0
	}

	#attach = { main_body = "biogenesis_02_star_eater_ship_entity" }
}

entity = {
	name = "biogenesis_02_star_eater_ship_entity"
	pdxmesh = "star_eater_01_mesh"
	scale = 1.15

	meshsettings = {
		name = "star_eater_01_core|g_body|g_bodyShape"
		index = 0
		texture_diffuse = 	"biogenesis_02_star_eater_diffuse.dds"
		texture_normal = 	"biogenesis_02_star_eater_normal.dds"
		texture_specular = 	"biogenesis_02_star_eater_specular.dds"
		shader = "PdxMeshShip"
	}
	
	game_data = {
		emissive_recolor_crunch = 2.0
	}

	locator = {
		name = "root"
	}

	default_state = "idle"
	# Actual idle state when being in idle/moving.
	state = { name = "idle" animation = "idle" looping = yes next_state = "idle" animation_blend_time = 5
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Idle state when going from opened state to idle. 
	state = { name = "idle" animation = "closing" looping = no next_state = "idle" 
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
	#	event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Actual moving state if going from idle/moving.
	state = { name = "moving" animation = "idle" looping = yes next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_moving_out" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Moving state if going from open/working, uses closing animation.
	state = { name = "moving" animation = "closing" looping = no next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Opened state, going after "kill_planet".
	state = { name = "working_looping" animation = "open" 
		event = { time = 0	id = "beam_start" }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }


		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_open_energy" stop_on_state_change = yes } }
		
	}
	# Opening state, goes into "working_looping" state when done.
	state = { name = "working" animation = "opening" looping = no next_state = "working_looping" 
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_opening" stop_on_state_change = no } }
		
#		event = { time = 0.0 node = "effect_core" particle = "necroid_01_colossus_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		
		event = { time = 1000 id = "beam_start" } #will never fire, but lets the game know that an event with this ID exists
	}
	# Closed death state.
	state = { name = "death" animation = "closed_death" looping = no
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
				"working_looping" = 0
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 0.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 6.3 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }

	}
	# Opened death state.
	state = { name = "death" animation = "opened_death" looping = no animation_blend_time = 2
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
				"working_looping" = 100
			}
		}		

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 11.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 12.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 6.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

#		event = { time = 13.4 node = "core" particle = "star_eater_explosion_4_effect" sound = { soundeffect = "ship_destroyed" } keep_particle = yes trigger_once = yes }
	}

}

#####################################################
#####											#####
#####				Mindwardens					#####
#####											#####
#####################################################

entity = {
	name = "mindwarden_01_star_eater_entity"
	pdxmesh = "star_eater_01_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }
	state = { name = "working" animation = "idle" }
	state = { name = "death" animation = "closed_death" looping = no 
		event = { time = 6.3 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
			}
		}
	}
	state = { name = "death" animation = "opened_death" looping = no 
		event = { time = 13.4 node = "main_boby" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
			}
		}
	}

	game_data = {
		size = @star_eater_scale
		emissive_recolor_crunch = 2.0
	}
}

entity = {
	name = "mindwarden_01_star_eater_ship_entity"
	pdxmesh = "star_eater_01_mesh"
	locator = { name = "root" }
	scale = 1.15

	meshsettings = {
		name = "star_eater_01_core|g_body|g_bodyShape"
		index = 0
		texture_diffuse = 	"mindwarden_01_star_eater_diffuse.dds"
		texture_normal = 	"mindwarden_01_star_eater_normal.dds"
		texture_specular = 	"mindwarden_01_star_eater_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
		emissive_recolor_crunch = 2.0
	}

	default_state = "idle"
	# Actual idle state when being in idle/moving.
	state = { name = "idle" animation = "idle" looping = yes next_state = "idle" animation_blend_time = 5
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}

		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Idle state when going from opened state to idle. 
	state = { name = "idle" animation = "closing" looping = no next_state = "idle" 
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}

		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Actual moving state if going from idle/moving.
	state = { name = "moving" animation = "idle" looping = yes next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}

		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_moving_out" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Moving state if going from open/working, uses closing animation.
	state = { name = "moving" animation = "closing" looping = no next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}

		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Opened state, going after "kill_planet".
	state = { name = "working_looping" animation = "open" 
		event = { time = 0	id = "beam_start" }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_open_energy" stop_on_state_change = yes } }
	}
	# Opening state, goes into "working_looping" state when done.
	state = { name = "working" animation = "opening" looping = no next_state = "working_looping" 
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_opening" stop_on_state_change = no } }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 1000 id = "beam_start" } #will never fire, but lets the game know that an event with this ID exists
	}
	# Closed death state.
	state = { name = "death" animation = "closed_death" looping = no
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
				"working_looping" = 0
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 0.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
	}
	# Opened death state.
	state = { name = "death" animation = "opened_death" looping = no animation_blend_time = 2
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
				"working_looping" = 100
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 11.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 12.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 6.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
	}
}

#####################################################
#####											#####
#####				Psionics					#####
#####											#####
#####################################################

entity = {
	name = "psionic_01_star_eater_entity"
	pdxmesh = "star_eater_01_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }
	state = { name = "working" animation = "idle" }
	state = { name = "death" animation = "closed_death" looping = no 
		event = { time = 6.3 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
			}
		}
	}
	state = { name = "death" animation = "opened_death" looping = no 
		event = { time = 13.4 node = "main_boby" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
			}
		}
	}

	game_data = {
		size = @star_eater_scale
		emissive_recolor_crunch = 2.0
	}
}

entity = {
	name = "psionic_01_star_eater_ship_entity"
	pdxmesh = "star_eater_01_mesh"
	locator = { name = "root" }
	scale = 1.15

	meshsettings = {
		name = "star_eater_01_core|g_body|g_bodyShape"
		index = 0
		texture_diffuse = 	"psionic_01_star_eater_diffuse.dds"
		texture_normal = 	"psionic_01_star_eater_normal.dds"
		texture_specular = 	"psionic_01_star_eater_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
		emissive_recolor_crunch = 2.0
	}

	default_state = "idle"
	# Actual idle state when being in idle/moving.
	state = { name = "idle" animation = "idle" looping = yes next_state = "idle" animation_blend_time = 5
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}

		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Idle state when going from opened state to idle. 
	state = { name = "idle" animation = "closing" looping = no next_state = "idle" 
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}

		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Actual moving state if going from idle/moving.
	state = { name = "moving" animation = "idle" looping = yes next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}

		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_moving_out" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Moving state if going from open/working, uses closing animation.
	state = { name = "moving" animation = "closing" looping = no next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}

		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Opened state, going after "kill_planet".
	state = { name = "working_looping" animation = "open" 
		event = { time = 0	id = "beam_start" }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_open_energy" stop_on_state_change = yes } }
	}
	# Opening state, goes into "working_looping" state when done.
	state = { name = "working" animation = "opening" looping = no next_state = "working_looping" 
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_opening" stop_on_state_change = no } }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 1000 id = "beam_start" } #will never fire, but lets the game know that an event with this ID exists
	}
	# Closed death state.
	state = { name = "death" animation = "closed_death" looping = no
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
				"working_looping" = 0
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 0.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
	}
	# Opened death state.
	state = { name = "death" animation = "opened_death" looping = no animation_blend_time = 2
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
				"working_looping" = 100
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 11.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 12.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 6.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
	}
}

#####################################################
#####											#####
#####					Infernal				#####
#####											#####
#####################################################

entity = {
	name = "infernal_01_star_eater_entity"
	pdxmesh = "star_eater_01_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }	
	state = { name = "working" animation = "idle" }
	state = { name = "death" animation = "closed_death" looping = no 
		event = { time = 6.3 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
			}
		}
	}
	state = { name = "death" animation = "opened_death" looping = no 
		event = { time = 13.4 node = "main_body" particle = "star_eater_explosion_4_effect" sound = { soundeffect = ship_destroyed } }
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
			}
		}
	}
	
	game_data = {
		size = @star_eater_scale
		emissive_recolor_crunch = 2.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}

}

entity = {
	name = "infernal_01_star_eater_ship_entity"
	pdxmesh = "star_eater_01_mesh"
	scale = 1.15

	meshsettings = {
		name = "star_eater_01_core|g_body|g_bodyShape"
		index = 0
		texture_diffuse = "infernal_01_star_eater_diffuse.dds"
		texture_normal = "infernal_01_star_eater_normal.dds"
		texture_specular = "infernal_01_star_eater_specular.dds"
		shader = "PdxMeshShipDiffuseEmissiveNoise"
	}

	locator = {
		name = "root"
	}

	default_state = "idle"
	# Actual idle state when being in idle/moving.
	state = { name = "idle" animation = "idle" looping = yes next_state = "idle" animation_blend_time = 5
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust_idle_effect" keep_particle = yes trigger_once = yes}
		
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Idle state when going from opened state to idle. 
	state = { name = "idle" animation = "closing" looping = no next_state = "idle" 
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Actual moving state if going from idle/moving.
	state = { name = "moving" animation = "idle" looping = yes next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 100
				"working_looping" = 0
			}
		}
		
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_star_eater_exhaust" keep_particle = yes trigger_once = yes}
		
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_moving_out" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
	}
	# Moving state if going from open/working, uses closing animation.
	state = { name = "moving" animation = "closing" looping = no next_state = "moving"
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 0
				"working_looping" = 100
			}
		}
		
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_closing" stop_on_state_change = no } }
	}
	# Opened state, going after "kill_planet".
	state = { name = "working_looping" animation = "open" 
		event = { time = 0	id = "beam_start" }
		
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }


		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_idle_pulsating" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_open_energy" stop_on_state_change = yes } }
		
	}
	# Opening state, goes into "working_looping" state when done.
	state = { name = "working" animation = "opening" looping = no next_state = "working_looping" 
		event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_opening" stop_on_state_change = no } }
		
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		
		event = { time = 1000 id = "beam_start" } #will never fire, but lets the game know that an event with this ID exists
	}
	# Closed death state.
	state = { name = "death" animation = "closed_death" looping = no
		chance = {
			if_current_state = {
				"idle" = 100
				"moving" = 100
				"death" = 0
				"working" = 0
				"working_looping" = 0
			}
		}

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 5.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 3.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 1.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 2.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
#		event = { time = 0.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 1.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

	}
	# Opened death state.
	state = { name = "death" animation = "opened_death" looping = no animation_blend_time = 0.01
		chance = {
			if_current_state = {
				"idle" = 0
				"moving" = 0
				"death" = 0
				"working" = 100
				"working_looping" = 100
			}
		}		

		event = { time = 0.7 node = "explosion_locator_01" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.3 node = "explosion_locator_02" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_03" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_04" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion_locator_05" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.6 node = "explosion_locator_06" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.1 node = "explosion_locator_07" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_08" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_09" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_10" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.9 node = "explosion_locator_11" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.2 node = "explosion_locator_12" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_13" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 11.4 node = "explosion_locator_14" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_15" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_16" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.4 node = "explosion_locator_17" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 12.4 node = "explosion_locator_18" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 8.2 node = "explosion_locator_19" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.1 node = "explosion_locator_20" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_21" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "explosion_locator_22" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 6.7 node = "explosion_locator_23" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_locator_24" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.2 node = "explosion_locator_25" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 1.6 node = "explosion_locator_26" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 4.7 node = "explosion_locator_27" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.8 node = "explosion_locator_28" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.1 node = "explosion_locator_29" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 2.1 node = "explosion_locator_30" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 3.5 node = "explosion_locator_31" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_32" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 9.4 node = "explosion_locator_33" particle = "nemesis_01_3_ship_explosion_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 10.4 node = "explosion_locator_34" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_35" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_locator_36" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_37" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.0 node = "explosion_locator_38" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_39" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.1 node = "explosion_locator_40" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 node = "explosion_locator_41" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.4 node = "explosion_locator_42" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.8 node = "explosion_locator_43" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.5 node = "explosion_locator_44" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_locator_45" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.2 node = "explosion_locator_46" particle = "nemesis_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes }

	}

}


### ANIMATIONS ###

animation = {
	name = "star_eater_01_idle_animation"
	file = "star_eater_01_idle.anim"
}
animation = {
	name = "star_eater_01_open_animation"
	file = "star_eater_01_open.anim"
}
animation = {
	name = "star_eater_01_opening_animation"
	file = "star_eater_01_opening.anim"
}
animation = {
	name = "star_eater_01_closing_animation"
	file = "star_eater_01_closing.anim"
}
animation = {
	name = "star_eater_01_death_closed_animation"
	file = "star_eater_01_death_closed.anim"
}
animation = {
	name = "star_eater_01_death_open_animation"
	file = "star_eater_01_death_open.anim"
}
animation = {
	name = "star_eater_01_frame_idle_animation"
	file = "star_eater_01_frame_idle.anim"
}
animation = {
	name = "star_eater_01_frame_death_closed_animation"
	file = "star_eater_01_frame_death_closed.anim"
}
animation = {
	name = "star_eater_01_frame_death_open_animation"
	file = "star_eater_01_frame_death_open.anim"
}
