{
	"format_version": "1.10.0",
	"animation_controllers": {
		"controller.animation.nicothekid_cave_dweller.attack": {
			"initial_state": "default",
			"states": {
			  "default": {
			    "animations": [ "attack.rotations" ],
					"transitions": [
					  {
							"attack_hand": "query.has_target && !query.is_item_equipped && variable.attack_time >= 0.0"
						},
						{
							"attack_melee": "query.has_target && !query.facing_target_to_range_attack && query.is_item_equipped && variable.attack_time >= 0.0"
						},
						{
							"attack_ranged": "query.has_target && query.facing_target_to_range_attack && query.get_equipped_item_name('main_hand') == 'bow'"
						},
						{
							"attack_trident": "query.is_item_equipped('off_hand') == 'trident' || query.is_item_equipped('main_hand') == 'trident' || variable.is_brandishing_spear"
						}
					]
				},
				"attack_hand": {
					"animations": [ "attack_hand" ],
					"transitions": [
						{
							"default": "!variable.has_target || query.is_item_equipped || variable.attack_time < 0.0"
						}
					]
				},
				"attack_melee": {
					"animations": [ "attack_melee" ],
					"transitions": [
						{
							"default": "!variable.has_target || !query.is_item_equipped || variable.attack_time < 0.0"
						}
					]
				},
				"attack_ranged": {
					"animations": [ "attack_ranged" ],
					"transitions": [
						{
							"default": "!query.has_target || !query.facing_target_to_range_attack || query.get_equipped_item_name('main_hand') != 'bow'"
						}
					]
				},
				"attack_trident": {
					"animations": [ "attack_trident.rotations" ],
					"transitions": [
						{
							"default": "!query.is_item_equipped('off_hand') && !variable.is_brandishing_spear"
						}
					]
				}
			}
		},
		"controller.animation.nicothekid_cave_dweller.attack_crossbow": {
      "initial_state": "default",
      "states": {
        "default": {
          "transitions": [
            {
							"attack_crossbow_hold": "query.has_target && variable.attack_state == 1 && query.get_equipped_item_name('main_hand') == 'crossbow'"
						},
						{
							"attack_crossbow_charge": "query.has_target && variable.attack_state == 2 && query.get_equipped_item_name('main_hand') == 'crossbow'"
						}
          ]
        },
        "attack_crossbow_charge": {
          "animations": [ "attack_crossbow_charge" ],
          "transitions": [
						{
							"default": "variable.attack_state == 0 || query.get_equipped_item_name('main_hand') != 'crossbow'"
						},
						{
							"attack_crossbow_hold": "variable.attack_state == 1 && query.get_equipped_item_name('main_hand') == 'crossbow'"
						}
					]
        },
        "attack_crossbow_hold": {
          "animations": [ "attack_crossbow_hold" ],
          "transitions": [
            {
							"default": "variable.attack_state == 0 || query.get_equipped_item_name('main_hand') != 'crossbow'"
						},
						{
							"attack_crossbow_charge": "variable.attack_state == 2 && query.get_equipped_item_name('main_hand') == 'crossbow'"
						}
          ]
        }
      }
    },
		"controller.animation.nicothekid_cave_dweller.general": {
			"initial_state": "default",
			"states": {
				"default": {
					"animations": [
						"base_pose"
					]
				}
			}
		},
		"controller.animation.nicothekid_cave_dweller.look_at_target": {
			"initial_state": "default",
			"states": {
				"default": {
					"animations": [
						"look_at_target_default"
					],
					"transitions": [
						{
							"gliding": "query.is_gliding"
						},
						{
							"swimming": "query.is_swimming"
						}
					]
				},
				"gliding": {
					"animations": [ "look_at_target_gliding" ],
					"transitions": [
						{
							"swimming": "query.is_swimming"
						},
						{
							"default": "!query.is_gliding"
						}
					]
				},
				"swimming": {
					"animations": [ "look_at_target_swimming" ],
					"transitions": [
						{
							"gliding": "query.is_gliding"
						},
						{
							"default": "!query.is_swimming"
						}
					]
				}
			}
		},
		"controller.animation.nicothekid_cave_dweller.movement": {
			"initial_state": "default",
			"states": {
				"default": {
					"animations": [
						"walking"
					]
				}
			}
		}
	}
}
