entity = {
	name = "shroud_creature_01_entity"
	pdxmesh = "shroud_creature_01_mesh"
	scale = 0.5
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" 
		event = { time = 0 node = "effect_1" particle = "shroud_creature_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "root" particle = "shroud_creature_cloud_effect" keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "shroud_creature_idle_low" } }
		start_event = { trigger_once = yes sound = { soundeffect = "shroud_creature_idle_high" } }
		event = { time = 1.2 trigger_once = yes sound = { soundeffect = "shroud_creature_thunder" } }
	}
	state = { name = "death"	animation = "death" animation_blend_time = 0.0 animation_speed = 1 looping = no 
		event = { sound = { soundeffect = "shroud_creature_death" } }
	}
	
	game_data = { 
		bloom_factor = 1.0 
		uv_animation_speed 		= 2
		uv_animation_direction 	= { -0.05 -0.02 }
	}
	
	attach = { root = "shroud_creature_clouds_01_entity" }
}

entity = {
	name = "shroud_creature_clouds_01_entity"
	pdxmesh = "shroud_creature_clouds_01_mesh"
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "death" animation = "death" looping = no }
	
	game_data = { 
		bloom_factor = 1.0 
		uv_animation_speed 		= 0.02
		uv_animation_direction 	= { -0.05 -1.0 }
	
	}
}

# CORRUPTED

entity = {
	name = "shroud_creature_corrupted_01_entity"
	pdxmesh = "shroud_creature_01_mesh"
	scale = 0.8
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" 
		event = { time = 0 node = "effect_1" particle = "shroud_creature_corrupted_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "root" particle = "shroud_creature_corrupted_cloud" keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "shroud_creature_idle_low" } }
		start_event = { trigger_once = yes sound = { soundeffect = "shroud_creature_idle_high" } }
		start_event = { trigger_once = yes sound = { soundeffect = "shroud_creature_corrupted_idle" } }
		event = { time = 1.2 trigger_once = yes sound = { soundeffect = "shroud_creature_thunder" } }
	}
	state = { name = "death"	animation = "death" animation_blend_time = 0.0 animation_speed = 1 looping = no 
	event = { sound = { soundeffect = "shroud_creature_death" } }
	}
	
	game_data = { 
		bloom_factor = 1.0 
		uv_animation_speed 		= 2
		uv_animation_direction 	= { 0.10 -0.02 }
	}
	
	attach = { root = "shroud_creature_corrupted_clouds_01_entity" }
	
}

entity = {
	name = "shroud_creature_corrupted_clouds_01_entity"
	pdxmesh = "shroud_creature_corrupted_clouds_01_mesh"
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "death" animation = "death" looping = no }
	
	game_data = { 
		bloom_factor = 1.0 
		uv_animation_speed 		= 0.02
		uv_animation_direction 	= { 0.10 -1.0 }
	
	}
}

##########################
##	Psionic Frames
##########################

entity = {
	name = "psionic_avatar_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 10 }
	state = { name = "death" state_time = 2.5 looping = no 
		event = { time = 1.25 node = "root" particle = "shroud_death_particle" keep_particle = yes trigger_once = yes }
	}
	
	game_data = {
	  	raytrace_projectiles = no
  		dissolve_on_death = 2.5
		ship_color = hsv { 0.75 0.25 0.2 1.0 }    
	}
	
	locator = { name = "root" 	position = { 0 0 0 } }
	locator = { name = "part1" 	position = { 0 0 0 } }
	cull_radius = 10.0
}

entity = {
	name = "corrupted_avatar_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 10 }
	state = { name = "death" state_time = 2.5 looping = no 
		event = { time = 1.0 node = "root" particle = "shroud_corrupted_death_particle" keep_particle = yes trigger_once = yes }
	}
	
	game_data = {
	  	raytrace_projectiles = no
  		dissolve_on_death = 2.5
		ship_color = hsv { 0.9 0.25 0.2 1.0 }    
	}
	
	locator = { name = "root" 	position = { 0 0 0 } }
	locator = { name = "part1" 	position = { 0 0 0 } }
	cull_radius = 10.0
}

entity = {
	name = "warped_consciousness_entity"
	pdxmesh = "locator_mesh"
	scale = 4.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 10 }
	state = { name = "death" state_time = 2.5 looping = no 
		event = { time = 1.0 node = "root" particle = "shroud_corrupted_large_death_particle" keep_particle = yes trigger_once = yes }
	}
	
	game_data = {
	  	raytrace_projectiles = no
  		dissolve_on_death = 2.5
		ship_color = hsv { 0.9 0.25 0.2 1.0 }    
	}
	
	locator = { name = "root" 	position = { 0 0 0 } }
	locator = { name = "part1" 	position = { 0 0 0 } }
	cull_radius = 10.0
}

entity = {
	name = "shroud_manifestation_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 10 }
	state = { name = "death" state_time = 2.5 looping = no 
		event = { time = 1.0 node = "root" particle = "shroud_corrupted_death_particle" keep_particle = yes trigger_once = yes }
	}
	
	game_data = {
	  	raytrace_projectiles = no
  		dissolve_on_death = 2.5
		ship_color = hsv { 0.9 0.25 0.2 1.0 }    
	}
	
	locator = { name = "root" 	position = { 0 0 0 } }
	locator = { name = "part1" 	position = { 0 0 0 } }
	cull_radius = 10.0
}

#entity = {
#	name = "psionic_avatar_section_entity"
#	pdxmesh = "space_cloud_mesh"
#	scale = 6
#	
#	default_state = idle	
#	state = { name = "idle"	animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 
#			event = { time = 0 node = "star_mid" particle = "cloud_entity_center_particle" keep_particle = yes trigger_once = yes }
#			
#		#event = { time = 0 node = "left_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "left_arm_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "left_arm_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		#event = { time = 0 node = "left_arm_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }
#		
#		#event = { time = 0 node = "right_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "right_arm_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "right_arm_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		#event = { time = 0 node = "right_arm_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }
#		
#		#event = { time = 0 node = "top_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "top_arm_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "top_arm_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		#event = { time = 0 node = "top_arm_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }
#		
#		#event = { time = 0 node = "left_leg_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "left_leg_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "left_leg_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		#event = { time = 0 node = "left_leg_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }
#		
#		#event = { time = 0 node = "right_leg_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "right_leg_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "right_leg_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		#event = { time = 0 node = "right_leg_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }
#	
#		start_event = { trigger_once = yes sound = { soundeffect = "space_cloud_idle" } }
#	}
#	
#	state = { name = "attack"	animation = "attack" animation_blend_time = 0.3 animation_speed = 1.0 
#		event = { time = 0 node = "star_mid" particle = "cloud_entity_center_particle" keep_particle = yes trigger_once = yes }
#		#event = { time = 0 node = "left_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "left_arm_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "left_arm_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		#event = { time = 0 node = "left_arm_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }
#		
#		#event = { time = 0 node = "right_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "right_arm_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "right_arm_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		#event = { time = 0 node = "right_arm_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }
#		
#		#event = { time = 0 node = "top_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "top_arm_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "top_arm_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		#event = { time = 0 node = "top_arm_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }
#		
#		#event = { time = 0 node = "left_leg_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "left_leg_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "left_leg_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		#event = { time = 0 node = "left_leg_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }
#		
#		#event = { time = 0 node = "right_leg_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "right_leg_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "right_leg_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		#event = { time = 0 node = "right_leg_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }
#	}
#	
#	state = { name = "moving"	animation = "move" animation_blend_time = 0.3 animation_speed = 0.5
#		event = { time = 0 node = "star_mid" particle = "cloud_entity_center_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "left_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "left_arm_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "left_arm_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "left_arm_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }
#		
#		event = { time = 0 node = "right_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "right_arm_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "right_arm_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "right_arm_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }
#		
#		event = { time = 0 node = "top_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "top_arm_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "top_arm_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "top_arm_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }
#		
#		event = { time = 0 node = "left_leg_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "left_leg_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "left_leg_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "left_leg_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }
#		
#		event = { time = 0 node = "right_leg_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "right_leg_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "right_leg_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "right_leg_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }
#	}
#	
#	state = { name = "death"	animation = "death" animation_blend_time = 0.0 animation_speed = 0.5 looping = no
#		event = { time = 0.9 node = "root" particle = "cloud_entity_death_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "space_cloud_death" } }
#	}
#	
#	game_data = {
#		size = 15
#	}
#}

animation = {
	name = "shroud_creature_01_idle_animation"
	file = "shroud_creature_01_idle.anim"
}

animation = {
	name = "shroud_creature_01_death_animation"
	file = "shroud_creature_01_death.anim"
}