{
  "format_version": "1.10.0",
  "animation_controllers": {
	   "controller.animation.ng": {
 	     "states": {
  	      "default": {
		       "transitions": [ { "walk": 
		       "q.get_equipped_item_name('main_hand') =='nevergear' && q.is_sleeping" 
		        } 
		     ]
  	      },
   	     "walk": {
            "transitions": [ { "default": 
            "q.get_equipped_item_name('main_hand') =='nevergear' && !q.is_sleeping" } ],
            "on_entry": [ 
                "clear @s tm:nevergear",
                "/playsound sao.linkstart @a ~ ~ ~",
                "/title @s title §l§bWELCOME TO SAO",
                "/effect @s nausea 10 5 true",
                "/function start" 
              ]
 	       }
        }
    },
	   "controller.animation.shield": {
 	     "states": {
  	      "default": {
		       "transitions": [ { "execute": 
		       "q.get_equipped_item_name('off_hand') =='liberator_shield' || q.get_equipped_item_name('main_hand') =='liberator_shield' && q.is_sneaking" 
		        } 
		     ]
  	      },
   	     "execute": {
            "transitions": [ { "default": 
		       "q.get_equipped_item_name('off_hand') =='liberator_shield' || q.get_equipped_item_name('main_hand') =='liberator_shield' && !q.is_sneaking" } ],
            "on_entry": [
                "/effect @s resistance 5 1"
              ]
 	       }
        }
    },
	   "controller.animation.sword": {
 	     "states": {
  	      "default": {
		       "transitions": [ { "execute": 
		       "q.get_equipped_item_name('main_hand') =='wooden_sword' || q.get_equipped_item_name('main_hand') =='stone_sword' || q.get_equipped_item_name('main_hand') =='iron_sword' || q.get_equipped_item_name('main_hand') =='golden_sword' || q.get_equipped_item_name('main_hand') =='diamond_sword' || q.get_equipped_item_name('main_hand') =='netherite_sword' || q.get_equipped_item_name('main_hand') =='anneal_blade' || q.get_equipped_item_name('main_hand') =='elucidator' || q.get_equipped_item_name('main_hand') =='dark_repulser' || q.get_equipped_item_name('main_hand') =='anneal_blade' || q.get_equipped_item_name('main_hand') =='lambent_light' || q.get_equipped_item_name('main_hand') =='guilty_thorn' || q.get_equipped_item_name('main_hand') =='liberator' && variable.attack_time" 
		        } 
		     ]
  	      },
   	     "execute": {
            "transitions": [ { "default": 
            "q.get_equipped_item_name('main_hand') =='wooden_sword' || q.get_equipped_item_name('main_hand') =='stone_sword' || q.get_equipped_item_name('main_hand') =='iron_sword' || q.get_equipped_item_name('main_hand') =='golden_sword' || q.get_equipped_item_name('main_hand') =='diamond_sword' || q.get_equipped_item_name('main_hand') =='netherite_sword' || q.get_equipped_item_name('main_hand') =='anneal_blade' || q.get_equipped_item_name('main_hand') =='elucidator' || q.get_equipped_item_name('main_hand') =='dark_repulser' || q.get_equipped_item_name('main_hand') =='lambent_light' || q.get_equipped_item_name('main_hand') =='guilty_thorn' || q.get_equipped_item_name('main_hand') =='liberator' && !variable.attack_time" } ],
            "on_entry": [ 				                       "/playsound sword @a ~ ~ ~ 1 1 0.1",
                "/particle tm:hit ^ ^1.8 ^2"
              ]
 	       }
        }
    },
	   "controller.animation.sword2": {
 	     "states": {
  	      "default": {
		       "transitions": [ { "execute": 
		       "q.get_equipped_item_name('main_hand') =='e_d' || q.get_equipped_item_name('main_hand') =='excalibur' && variable.attack_time" 
		        } 
		     ]
  	      },
   	     "execute": {
            "transitions": [ { "default": 
		       "q.get_equipped_item_name('main_hand') =='e_d'|| q.get_equipped_item_name('main_hand') =='excalibur' && !variable.attack_time" } ],
            "on_entry": [ 
 				"/playsound sword @a ~ ~ ~ 1 1 0.1",
                "/particle tm:hit2 ^ ^1.8 ^2"
              ]
 	       }
        }
    },
	   "controller.animation.system": {
 	     "states": {
  	      "default": {
		       "transitions": [ { "execute": 
		       "q.is_alive" } ],
    	       "on_entry": [ "/function lv" ]
  	      },
   	     "execute": {
            "transitions": [ { "default": 
            "q.is_alive" } ],
            "on_entry": [ "/function lv" ]
 	       }
        }
    },
	"controller.animation.reset": {
       "states": {
  	    "default": {
		      "transitions": [ { "execute": 
		      "q.is_alive" } ],
    	      "on_entry": [ "/function null" ]
  	      },
   	     "execute": {
            "transitions": [ { "default":
            "!q.is_alive"} ],
            "on_entry": [ "/function reset_lv"]
 	       }
         }
      }
	}
 }