criterion "Isbane" "classname" "npc_dota_hero_bane" weight 5 required criterion "IsEnemybane" "targetclassname" "npc_dota_hero_bane" weight 5 required criterion "IsAllybane" "nearby_ally" "npc_dota_hero_bane" weight 5 required criterion "IsEnfeeble" "abilityname" "bane_enfeeble" weight 5 required criterion "IsBrainSap" "abilityname" "bane_brain_sap" weight 5 required criterion "IsNightmare" "abilityname" "bane_nightmare" weight 5 required criterion "IsFiendsGrip" "abilityname" "bane_fiends_grip" weight 5 required criterion "IsBaneLoadoutSpawn" "special_spawn" "bane_loadout_spawn" weight 5 required Response bane_Spawn { scene "scenes/bane/bane_bane_spawn_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_spawn_03.vcd" nodelay noscene scene "scenes/bane/bane_bane_spawn_05.vcd" nodelay noscene scene "scenes/bane/bane_bane_spawn_07.vcd" nodelay noscene } Rule bane_Spawn_Rule { criteria Spawn Isbane response bane_Spawn } Response bane_CustomIsGameStart { scene "scenes/bane/bane_bane_spawn_06.vcd" nodelay noscene scene "scenes/bane/bane_bane_battlebegins_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_battlebegins_02.vcd" nodelay noscene } Rule bane_CustomIsGameStart_Rule { criteria Custom Isbane IsGameStart response bane_CustomIsGameStart } Response bane_CustomIsBaneLoadoutSpawn { scene "scenes/bane/bane_bane_spawn_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_spawn_03.vcd" nodelay noscene scene "scenes/bane/bane_bane_spawn_05.vcd" nodelay noscene scene "scenes/bane/bane_bane_spawn_06.vcd" nodelay noscene scene "scenes/bane/bane_bane_spawn_07.vcd" nodelay noscene scene "scenes/bane/bane_bane_spawn_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_spawn_04.vcd" nodelay noscene scene "scenes/bane/bane_bane_move_16.vcd" nodelay noscene scene "scenes/bane/bane_bane_attack_13.vcd" nodelay noscene scene "scenes/bane/bane_bane_respawn_05.vcd" nodelay noscene scene "scenes/bane/bane_bane_respawn_07.vcd" nodelay noscene scene "scenes/bane/bane_bane_kill_05.vcd" nodelay noscene } Rule bane_CustomIsBaneLoadoutSpawn_Rule { criteria Custom Isbane IsBaneLoadoutSpawn response bane_CustomIsBaneLoadoutSpawn } Response bane_Move { scene "scenes/bane/bane_bane_move_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_move_03.vcd" nodelay noscene scene "scenes/bane/bane_bane_move_04.vcd" nodelay noscene scene "scenes/bane/bane_bane_move_05.vcd" nodelay noscene scene "scenes/bane/bane_bane_move_06.vcd" nodelay noscene scene "scenes/bane/bane_bane_move_07.vcd" nodelay noscene scene "scenes/bane/bane_bane_move_09.vcd" nodelay noscene scene "scenes/bane/bane_bane_move_10.vcd" nodelay noscene scene "scenes/bane/bane_bane_move_11.vcd" nodelay noscene scene "scenes/bane/bane_bane_move_13.vcd" nodelay noscene scene "scenes/bane/bane_bane_move_14.vcd" nodelay noscene scene "scenes/bane/bane_bane_move_17.vcd" nodelay noscene scene "scenes/bane/bane_bane_move_18.vcd" nodelay noscene scene "scenes/bane/bane_bane_move_19.vcd" nodelay noscene } Rule bane_Move_Rule { criteria Move Isbane response bane_Move } Response bane_Attack { scene "scenes/bane/bane_bane_move_16.vcd" nodelay noscene scene "scenes/bane/bane_bane_attack_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_attack_04.vcd" nodelay noscene scene "scenes/bane/bane_bane_attack_07.vcd" nodelay noscene scene "scenes/bane/bane_bane_attack_08.vcd" nodelay noscene scene "scenes/bane/bane_bane_attack_09.vcd" nodelay noscene scene "scenes/bane/bane_bane_attack_10.vcd" nodelay noscene scene "scenes/bane/bane_bane_attack_11.vcd" nodelay noscene scene "scenes/bane/bane_bane_attack_12.vcd" nodelay noscene scene "scenes/bane/bane_bane_attack_13.vcd" nodelay noscene scene "scenes/bane/bane_bane_attack_14.vcd" nodelay noscene scene "scenes/bane/bane_bane_attack_15.vcd" nodelay noscene scene "scenes/bane/bane_bane_attack_16.vcd" nodelay noscene scene "scenes/bane/bane_bane_attack_17.vcd" nodelay noscene scene "scenes/bane/bane_bane_attack_18.vcd" nodelay noscene scene "scenes/bane/bane_bane_attack_19.vcd" nodelay noscene scene "scenes/bane/bane_bane_attack_20.vcd" nodelay noscene scene "scenes/bane/bane_bane_attack_21.vcd" nodelay noscene } Rule bane_Attack_Rule { criteria Attack Isbane response bane_Attack } Response bane_CastOrder { scene "scenes/bane/bane_bane_cast_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_cast_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_cast_03.vcd" nodelay noscene } Rule bane_CastOrder_Rule { criteria CastOrder Isbane response bane_CastOrder } Response bane_CastExecuteIsEnfeebleChance_75% { scene "scenes/bane/bane_bane_ability_enfeeble_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_enfeeble_04.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_enfeeble_05.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_enfeeble_06.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_enfeeble_07.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_enfeeble_08.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_enfeeble_09.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_enfeeble_10.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_enfeeble_11.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_enfeeble_12.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_enfeeble_13.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_enfeeble_14.vcd" nodelay noscene } Rule bane_CastExecuteIsEnfeebleChance_75%_Rule { criteria CastExecute Isbane IsEnfeeble Chance_75% response bane_CastExecuteIsEnfeebleChance_75% } Response bane_CastExecuteIsBrainSapChance_75% { scene "scenes/bane/bane_bane_ability_brainsap_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_brainsap_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_brainsap_03.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_brainsap_04.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_brainsap_05.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_brainsap_06.vcd" nodelay noscene } Rule bane_CastExecuteIsBrainSapChance_75%_Rule { criteria CastExecute Isbane IsBrainSap Chance_75% response bane_CastExecuteIsBrainSapChance_75% } Response bane_CastExecuteIsNightmare { scene "scenes/bane/bane_bane_ability_nightmare_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_nightmare_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_nightmare_03.vcd" nodelay noscene } Rule bane_CastExecuteIsNightmare_Rule { criteria CastExecute Isbane IsNightmare response bane_CastExecuteIsNightmare } Response bane_CastExecuteIsFiendsGrip { scene "scenes/bane/bane_bane_ability_fiendsgrip_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_fiendsgrip_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_fiendsgrip_03.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_fiendsgrip_04.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_fiendsgrip_05.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_fiendsgrip_06.vcd" nodelay noscene scene "scenes/bane/bane_bane_ability_fiendsgrip_07.vcd" nodelay noscene } Rule bane_CastExecuteIsFiendsGrip_Rule { criteria CastExecute Isbane IsFiendsGrip response bane_CastExecuteIsFiendsGrip } Response bane_Death { scene "scenes/bane/bane_bane_death_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_death_03.vcd" nodelay noscene scene "scenes/bane/bane_bane_death_04.vcd" nodelay noscene scene "scenes/bane/bane_bane_death_05.vcd" nodelay noscene scene "scenes/bane/bane_bane_death_06.vcd" nodelay noscene scene "scenes/bane/bane_bane_death_07.vcd" nodelay noscene scene "scenes/bane/bane_bane_death_08.vcd" nodelay noscene scene "scenes/bane/bane_bane_death_09.vcd" nodelay noscene scene "scenes/bane/bane_bane_death_10.vcd" nodelay noscene scene "scenes/bane/bane_bane_death_11.vcd" nodelay noscene scene "scenes/bane/bane_bane_death_12.vcd" nodelay noscene } Rule bane_Death_Rule { criteria Death Isbane response bane_Death } Response bane_DeathIsReincarnating { scene "scenes/bane/bane_bane_laugh_05.vcd" nodelay noscene scene "scenes/bane/bane_bane_laugh_07.vcd" nodelay noscene scene "scenes/bane/bane_bane_fastres_01.vcd" nodelay noscene } Rule bane_DeathIsReincarnating_Rule { criteria Death Isbane IsReincarnating response bane_DeathIsReincarnating } Response bane_Kill { scene "scenes/bane/bane_bane_kill_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_kill_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_kill_03.vcd" nodelay noscene scene "scenes/bane/bane_bane_kill_04.vcd" nodelay noscene scene "scenes/bane/bane_bane_kill_05.vcd" nodelay noscene scene "scenes/bane/bane_bane_kill_06.vcd" nodelay noscene scene "scenes/bane/bane_bane_kill_07.vcd" nodelay noscene scene "scenes/bane/bane_bane_kill_08.vcd" nodelay noscene scene "scenes/bane/bane_bane_kill_09.vcd" nodelay noscene scene "scenes/bane/bane_bane_kill_10.vcd" nodelay noscene scene "scenes/bane/bane_bane_kill_11.vcd" nodelay noscene scene "scenes/bane/bane_bane_kill_12.vcd" nodelay noscene scene "scenes/bane/bane_bane_kill_13.vcd" nodelay noscene scene "scenes/bane/bane_bane_kill_14.vcd" nodelay noscene scene "scenes/bane/bane_bane_kill_15.vcd" nodelay noscene scene "scenes/bane/bane_bane_laugh_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_laugh_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_laugh_03.vcd" nodelay noscene scene "scenes/bane/bane_bane_laugh_04.vcd" nodelay noscene scene "scenes/bane/bane_bane_laugh_06.vcd" nodelay noscene scene "scenes/bane/bane_bane_laugh_08.vcd" nodelay noscene scene "scenes/bane/bane_bane_laugh_09.vcd" nodelay noscene } Rule bane_Kill_Rule { criteria Kill Isbane response bane_Kill } Response bane_KillIsEnemyNight_StalkerChance_35% { scene "scenes/bane/bane_bane_rival_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_rival_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_rival_03.vcd" nodelay noscene } Rule bane_KillIsEnemyNight_StalkerChance_35%_Rule { criteria Kill Isbane IsEnemyNight_Stalker Chance_35% response bane_KillIsEnemyNight_StalkerChance_35% } Response bane_KillIsEnemyNaga_SirenChance_35% { scene "scenes/bane/bane_bane_rival_04.vcd" nodelay noscene scene "scenes/bane/bane_bane_rival_05.vcd" nodelay noscene } Rule bane_KillIsEnemyNaga_SirenChance_35%_Rule { criteria Kill Isbane IsEnemyNaga_Siren Chance_35% response bane_KillIsEnemyNaga_SirenChance_35% } Response bane_KillIsEnemyMorphlingChance_35% { scene "scenes/bane/bane_bane_rival_06.vcd" nodelay noscene } Rule bane_KillIsEnemyMorphlingChance_35%_Rule { criteria Kill Isbane IsEnemyMorphling Chance_35% response bane_KillIsEnemyMorphlingChance_35% } Response bane_KillIsEnemyAncient_ApparitionChance_35% { scene "scenes/bane/bane_bane_rival_07.vcd" nodelay noscene scene "scenes/bane/bane_bane_rival_08.vcd" nodelay noscene } Rule bane_KillIsEnemyAncient_ApparitionChance_35%_Rule { criteria Kill Isbane IsEnemyAncient_Apparition Chance_35% response bane_KillIsEnemyAncient_ApparitionChance_35% } Response bane_KillIsEnemyPuckChance_35% { scene "scenes/bane/bane_bane_rival_09.vcd" nodelay noscene scene "scenes/bane/bane_bane_rival_10.vcd" nodelay noscene } Rule bane_KillIsEnemyPuckChance_35%_Rule { criteria Kill Isbane IsEnemyPuck Chance_35% response bane_KillIsEnemyPuckChance_35% } Response bane_KillIsEnemyAntimageChance_35% { scene "scenes/bane/bane_bane_rival_11.vcd" nodelay noscene } Rule bane_KillIsEnemyAntimageChance_35%_Rule { criteria Kill Isbane IsEnemyAntimage Chance_35% response bane_KillIsEnemyAntimageChance_35% } Response bane_KillIsEnemyTidehunterChance_35% { scene "scenes/bane/bane_bane_rival_12.vcd" nodelay noscene } Rule bane_KillIsEnemyTidehunterChance_35%_Rule { criteria Kill Isbane IsEnemyTidehunter Chance_35% response bane_KillIsEnemyTidehunterChance_35% } Response bane_KillIsEnemyQueenofPainChance_35% { scene "scenes/bane/bane_bane_rival_13.vcd" nodelay noscene scene "scenes/bane/bane_bane_rival_14.vcd" nodelay noscene } Rule bane_KillIsEnemyQueenofPainChance_35%_Rule { criteria Kill Isbane IsEnemyQueenofPain Chance_35% response bane_KillIsEnemyQueenofPainChance_35% } Response bane_KillIsEnemyLionChance_35% { scene "scenes/bane/bane_bane_rival_15.vcd" nodelay noscene } Rule bane_KillIsEnemyLionChance_35%_Rule { criteria Kill Isbane IsEnemyLion Chance_35% response bane_KillIsEnemyLionChance_35% } Response bane_KillIsEnemyTinkerChance_35% { scene "scenes/bane/bane_bane_rival_16.vcd" nodelay noscene } Rule bane_KillIsEnemyTinkerChance_35%_Rule { criteria Kill Isbane IsEnemyTinker Chance_35% response bane_KillIsEnemyTinkerChance_35% } Response bane_KillIsEnemyTreantChance_35% { scene "scenes/bane/bane_bane_rival_17.vcd" nodelay noscene } Rule bane_KillIsEnemyTreantChance_35%_Rule { criteria Kill Isbane IsEnemyTreant Chance_35% response bane_KillIsEnemyTreantChance_35% } Response bane_KillIsEnemySilencerChance_35% { scene "scenes/bane/bane_bane_rival_18.vcd" nodelay noscene } Rule bane_KillIsEnemySilencerChance_35%_Rule { criteria Kill Isbane IsEnemySilencer Chance_35% response bane_KillIsEnemySilencerChance_35% } Response bane_KillIsEnemyKunkkaChance_35% { scene "scenes/bane/bane_bane_rival_19.vcd" nodelay noscene } Rule bane_KillIsEnemyKunkkaChance_35%_Rule { criteria Kill Isbane IsEnemyKunkka Chance_35% response bane_KillIsEnemyKunkkaChance_35% } Response bane_KillIsEnemyDeath_ProphetChance_35% { scene "scenes/bane/bane_bane_rival_20.vcd" nodelay noscene } Rule bane_KillIsEnemyDeath_ProphetChance_35%_Rule { criteria Kill Isbane IsEnemyDeath_Prophet Chance_35% response bane_KillIsEnemyDeath_ProphetChance_35% } Response bane_KillIsFirstBlood { scene "scenes/bane/bane_bane_firstblood_01.vcd" nodelay noscene } Rule bane_KillIsFirstBlood_Rule { criteria Kill Isbane IsFirstBlood response bane_KillIsFirstBlood } Response bane_Respawn { scene "scenes/bane/bane_bane_respawn_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_respawn_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_respawn_03.vcd" nodelay noscene scene "scenes/bane/bane_bane_respawn_04.vcd" nodelay noscene scene "scenes/bane/bane_bane_respawn_05.vcd" nodelay noscene scene "scenes/bane/bane_bane_respawn_06.vcd" nodelay noscene scene "scenes/bane/bane_bane_respawn_07.vcd" nodelay noscene scene "scenes/bane/bane_bane_respawn_08.vcd" nodelay noscene scene "scenes/bane/bane_bane_respawn_09.vcd" nodelay noscene scene "scenes/bane/bane_bane_respawn_10.vcd" nodelay noscene scene "scenes/bane/bane_bane_respawn_11.vcd" nodelay noscene } Rule bane_Respawn_Rule { criteria Respawn Isbane response bane_Respawn } Response bane_Select { scene "scenes/bane/bane_bane_rare_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_rare_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_rare_03.vcd" nodelay noscene } Rule bane_Select_Rule { criteria Select Isbane response bane_Select } Response bane_PurchaseIsExpensiveItem { scene "scenes/bane/bane_bane_purch_01.vcd" nodelay noscene speakonce scene "scenes/bane/bane_bane_purch_02.vcd" nodelay noscene speakonce scene "scenes/bane/bane_bane_purch_03.vcd" nodelay noscene speakonce scene "scenes/bane/bane_bane_purch_04.vcd" nodelay noscene speakonce } Rule bane_PurchaseIsExpensiveItem_Rule { criteria Purchase Isbane IsExpensiveItem response bane_PurchaseIsExpensiveItem } Response bane_PurchaseIsBlinkDagger { scene "scenes/bane/bane_bane_blink_01.vcd" nodelay noscene speakonce scene "scenes/bane/bane_bane_blink_02.vcd" nodelay noscene speakonce } Rule bane_PurchaseIsBlinkDagger_Rule { criteria Purchase Isbane IsBlinkDagger response bane_PurchaseIsBlinkDagger } Response bane_PurchaseIsBlinkDaggerChance_1% { scene "scenes/bane/bane_bane_blink_03.vcd" nodelay noscene speakonce } Rule bane_PurchaseIsBlinkDaggerChance_1%_Rule { criteria Purchase Isbane IsBlinkDagger Chance_1% response bane_PurchaseIsBlinkDaggerChance_1% } Response bane_PurchaseIsUltimateScepter { scene "scenes/bane/bane_bane_scepter_01.vcd" nodelay noscene speakonce scene "scenes/bane/bane_bane_scepter_02.vcd" nodelay noscene speakonce } Rule bane_PurchaseIsUltimateScepter_Rule { criteria Purchase Isbane IsUltimateScepter response bane_PurchaseIsUltimateScepter } Response bane_PurchaseIsNecronomicon { scene "scenes/bane/bane_bane_item_01.vcd" nodelay noscene speakonce scene "scenes/bane/bane_bane_item_02.vcd" nodelay noscene speakonce } Rule bane_PurchaseIsNecronomicon_Rule { criteria Purchase Isbane IsNecronomicon response bane_PurchaseIsNecronomicon } Response bane_PurchaseIsSheepStick { scene "scenes/bane/bane_bane_item_03.vcd" nodelay noscene speakonce } Rule bane_PurchaseIsSheepStick_Rule { criteria Purchase Isbane IsSheepStick response bane_PurchaseIsSheepStick } Response bane_PurchaseIsBlackKingBar { scene "scenes/bane/bane_bane_item_04.vcd" nodelay noscene speakonce } Rule bane_PurchaseIsBlackKingBar_Rule { criteria Purchase Isbane IsBlackKingBar response bane_PurchaseIsBlackKingBar } Response bane_PurchaseIsEulScepter { scene "scenes/bane/bane_bane_item_05.vcd" nodelay noscene speakonce } Rule bane_PurchaseIsEulScepter_Rule { criteria Purchase Isbane IsEulScepter response bane_PurchaseIsEulScepter } Response bane_Immortality { scene "scenes/bane/bane_bane_immort_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_immort_03.vcd" nodelay noscene scene "scenes/bane/bane_bane_immort_04.vcd" nodelay noscene } Rule bane_Immortality_Rule { criteria Immortality Isbane response bane_Immortality } Response bane_ImmortalityChance_25% { scene "scenes/bane/bane_bane_immort_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_immort_05.vcd" nodelay noscene } Rule bane_ImmortalityChance_25%_Rule { criteria Immortality Isbane Chance_25% response bane_ImmortalityChance_25% } Response bane_Deny { scene "scenes/bane/bane_bane_deny_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_deny_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_deny_04.vcd" nodelay noscene scene "scenes/bane/bane_bane_deny_05.vcd" nodelay noscene scene "scenes/bane/bane_bane_deny_06.vcd" nodelay noscene scene "scenes/bane/bane_bane_deny_07.vcd" nodelay noscene scene "scenes/bane/bane_bane_deny_08.vcd" nodelay noscene } Rule bane_Deny_Rule { criteria Deny Isbane response bane_Deny } Response bane_LastHit { scene "scenes/bane/bane_bane_lasthit_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_lasthit_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_lasthit_03.vcd" nodelay noscene scene "scenes/bane/bane_bane_lasthit_04.vcd" nodelay noscene scene "scenes/bane/bane_bane_lasthit_07.vcd" nodelay noscene scene "scenes/bane/bane_bane_lasthit_08.vcd" nodelay noscene scene "scenes/bane/bane_bane_lasthit_09.vcd" nodelay noscene scene "scenes/bane/bane_bane_lasthit_10.vcd" nodelay noscene scene "scenes/bane/bane_bane_lasthit_11.vcd" nodelay noscene } Rule bane_LastHit_Rule { criteria LastHit Isbane response bane_LastHit } Response bane_Defeat { scene "scenes/bane/bane_bane_lose_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_lose_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_lose_03.vcd" nodelay noscene scene "scenes/bane/bane_bane_lose_04.vcd" nodelay noscene } Rule bane_Defeat_Rule { criteria Defeat Isbane response bane_Defeat } Response bane_Victory { scene "scenes/bane/bane_bane_win_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_win_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_win_03.vcd" nodelay noscene } Rule bane_Victory_Rule { criteria Victory Isbane response bane_Victory } Response bane_Bottling { scene "scenes/bane/bane_bane_bottle_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_bottle_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_bottle_03.vcd" nodelay noscene } Rule bane_Bottling_Rule { criteria Bottling Isbane response bane_Bottling } Response bane_PowerupIsPowerupHaste { scene "scenes/bane/bane_bane_haste_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_haste_03.vcd" nodelay noscene } Rule bane_PowerupIsPowerupHaste_Rule { criteria Powerup Isbane IsPowerupHaste response bane_PowerupIsPowerupHaste } Response bane_PowerupIsPowerupHasteChance_25% { scene "scenes/bane/bane_bane_haste_02.vcd" nodelay noscene } Rule bane_PowerupIsPowerupHasteChance_25%_Rule { criteria Powerup Isbane IsPowerupHaste Chance_25% response bane_PowerupIsPowerupHasteChance_25% } Response bane_PowerupIsPowerupBounty { scene "scenes/bane/bane_bane_lasthit_12.vcd" nodelay noscene respeakdelay 300 } Rule bane_PowerupIsPowerupBounty_Rule { criteria Powerup Isbane IsPowerupBounty response bane_PowerupIsPowerupBounty } Response bane_PowerupIsPowerupArcaneChance_10% { scene "scenes/bane/bane_bane_lasthit_05.vcd" nodelay noscene speakonce } Rule bane_PowerupIsPowerupArcaneChance_10%_Rule { criteria Powerup Isbane IsPowerupArcane Chance_10% response bane_PowerupIsPowerupArcaneChance_10% } Response bane_PowerupIsPowerupArcane { scene "scenes/bane/bane_bane_laugh_02.vcd" nodelay noscene respeakdelay 300 } Rule bane_PowerupIsPowerupArcane_Rule { criteria Powerup Isbane IsPowerupArcane response bane_PowerupIsPowerupArcane } Response bane_PowerupIsPowerupDoubleDamage { scene "scenes/bane/bane_bane_doubdam_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_doubdam_03.vcd" nodelay noscene } Rule bane_PowerupIsPowerupDoubleDamage_Rule { criteria Powerup Isbane IsPowerupDoubleDamage response bane_PowerupIsPowerupDoubleDamage } Response bane_PowerupIsPowerupDoubleDamageChance_25% { scene "scenes/bane/bane_bane_doubdam_02.vcd" nodelay noscene } Rule bane_PowerupIsPowerupDoubleDamageChance_25%_Rule { criteria Powerup Isbane IsPowerupDoubleDamage Chance_25% response bane_PowerupIsPowerupDoubleDamageChance_25% } Response bane_PowerupIsPowerupRegeneration { scene "scenes/bane/bane_bane_regen_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_regen_03.vcd" nodelay noscene } Rule bane_PowerupIsPowerupRegeneration_Rule { criteria Powerup Isbane IsPowerupRegeneration response bane_PowerupIsPowerupRegeneration } Response bane_PowerupIsPowerupIllusion { scene "scenes/bane/bane_bane_illus_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_illus_03.vcd" nodelay noscene } Rule bane_PowerupIsPowerupIllusion_Rule { criteria Powerup Isbane IsPowerupIllusion response bane_PowerupIsPowerupIllusion } Response bane_PowerupIsPowerupInvisibility { scene "scenes/bane/bane_bane_invis_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_invis_03.vcd" nodelay noscene } Rule bane_PowerupIsPowerupInvisibility_Rule { criteria Powerup Isbane IsPowerupInvisibility response bane_PowerupIsPowerupInvisibility } Response bane_PowerupIsPowerupInvisibilityChance_25% { scene "scenes/bane/bane_bane_invis_02.vcd" nodelay noscene } Rule bane_PowerupIsPowerupInvisibilityChance_25%_Rule { criteria Powerup Isbane IsPowerupInvisibility Chance_25% response bane_PowerupIsPowerupInvisibilityChance_25% } Response bane_LevelUp { scene "scenes/bane/bane_bane_level_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_level_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_level_03.vcd" nodelay noscene scene "scenes/bane/bane_bane_level_04.vcd" nodelay noscene scene "scenes/bane/bane_bane_level_05.vcd" nodelay noscene scene "scenes/bane/bane_bane_level_07.vcd" nodelay noscene scene "scenes/bane/bane_bane_level_08.vcd" nodelay noscene } Rule bane_LevelUp_Rule { criteria LevelUp Isbane response bane_LevelUp } Response bane_ItemDropIsUltraRareDrop { scene "scenes/bane/bane_bane_level_06.vcd" nodelay noscene } Rule bane_ItemDropIsUltraRareDrop_Rule { criteria ItemDrop Isbane IsUltraRareDrop response bane_ItemDropIsUltraRareDrop } Response bane_ItemDropIsCommonDrop { scene "scenes/bane/bane_bane_happy_01.vcd" nodelay noscene } Rule bane_ItemDropIsCommonDrop_Rule { criteria ItemDrop Isbane IsCommonDrop response bane_ItemDropIsCommonDrop } Response bane_ItemDropIsRareDrop { scene "scenes/bane/bane_bane_happy_02.vcd" nodelay noscene } Rule bane_ItemDropIsRareDrop_Rule { criteria ItemDrop Isbane IsRareDrop response bane_ItemDropIsRareDrop } Response bane_Pain { scene "scenes/bane/bane_bane_pain_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_pain_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_pain_03.vcd" nodelay noscene scene "scenes/bane/bane_bane_pain_04.vcd" nodelay noscene scene "scenes/bane/bane_bane_pain_05.vcd" nodelay noscene } Rule bane_Pain_Rule { criteria Pain Isbane response bane_Pain } Response bane_PainChance_25% { scene "scenes/bane/bane_bane_underattack_01.vcd" nodelay noscene respeakdelay 120 } Rule bane_PainChance_25%_Rule { criteria Pain Isbane Chance_25% response bane_PainChance_25% } Response bane_CooldownLittleNag { scene "scenes/bane/bane_bane_notyet_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_notyet_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_notyet_03.vcd" nodelay noscene } Rule bane_CooldownLittleNag_Rule { criteria Cooldown Isbane LittleNag response bane_CooldownLittleNag } Response bane_CooldownMediumNag { scene "scenes/bane/bane_bane_notyet_04.vcd" nodelay noscene scene "scenes/bane/bane_bane_notyet_05.vcd" nodelay noscene scene "scenes/bane/bane_bane_notyet_06.vcd" nodelay noscene } Rule bane_CooldownMediumNag_Rule { criteria Cooldown Isbane MediumNag response bane_CooldownMediumNag } Response bane_CooldownSuperNag { scene "scenes/bane/bane_bane_notyet_07.vcd" nodelay noscene scene "scenes/bane/bane_bane_notyet_08.vcd" nodelay noscene scene "scenes/bane/bane_bane_notyet_09.vcd" nodelay noscene } Rule bane_CooldownSuperNag_Rule { criteria Cooldown Isbane SuperNag response bane_CooldownSuperNag } Response bane_NoManaMediumNag { scene "scenes/bane/bane_bane_nomana_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_nomana_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_nomana_03.vcd" nodelay noscene scene "scenes/bane/bane_bane_nomana_07.vcd" nodelay noscene scene "scenes/bane/bane_bane_nomana_08.vcd" nodelay noscene scene "scenes/bane/bane_bane_nomana_09.vcd" nodelay noscene } Rule bane_NoManaMediumNag_Rule { criteria NoMana Isbane MediumNag response bane_NoManaMediumNag } Response bane_NoManaSuperNag { scene "scenes/bane/bane_bane_nomana_04.vcd" nodelay noscene scene "scenes/bane/bane_bane_nomana_05.vcd" nodelay noscene scene "scenes/bane/bane_bane_nomana_06.vcd" nodelay noscene } Rule bane_NoManaSuperNag_Rule { criteria NoMana Isbane SuperNag response bane_NoManaSuperNag } Response bane_NoManaLittleNag { scene "scenes/bane/bane_bane_nomana_10.vcd" nodelay noscene scene "scenes/bane/bane_bane_nomana_11.vcd" nodelay noscene scene "scenes/bane/bane_bane_nomana_12.vcd" nodelay noscene } Rule bane_NoManaLittleNag_Rule { criteria NoMana Isbane LittleNag response bane_NoManaLittleNag } Response bane_InTheBag { scene "scenes/bane/bane_bane_inthebag_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_inthebag_02.vcd" nodelay noscene } Rule bane_InTheBag_Rule { criteria InTheBag Isbane response bane_InTheBag } Response bane_Thanks { scene "scenes/bane/bane_bane_thanks_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_thanks_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_thanks_03.vcd" nodelay noscene } Rule bane_Thanks_Rule { criteria Thanks Isbane response bane_Thanks } Response bane_MissingIsLaneTop { scene "scenes/bane/bane_bane_missing_lane_01.vcd" nodelay noscene } Rule bane_MissingIsLaneTop_Rule { criteria Missing Isbane IsLaneTop response bane_MissingIsLaneTop } Response bane_MissingIsLaneMid { scene "scenes/bane/bane_bane_missing_lane_02.vcd" nodelay noscene } Rule bane_MissingIsLaneMid_Rule { criteria Missing Isbane IsLaneMid response bane_MissingIsLaneMid } Response bane_MissingIsLaneBot { scene "scenes/bane/bane_bane_missing_lane_03.vcd" nodelay noscene } Rule bane_MissingIsLaneBot_Rule { criteria Missing Isbane IsLaneBot response bane_MissingIsLaneBot } Response bane_EmoteIsEmoteLaugh { scene "scenes/bane/bane_bane_laugh_01.vcd" nodelay noscene scene "scenes/bane/bane_bane_laugh_02.vcd" nodelay noscene scene "scenes/bane/bane_bane_laugh_03.vcd" nodelay noscene scene "scenes/bane/bane_bane_laugh_04.vcd" nodelay noscene scene "scenes/bane/bane_bane_laugh_05.vcd" nodelay noscene scene "scenes/bane/bane_bane_laugh_06.vcd" nodelay noscene scene "scenes/bane/bane_bane_laugh_07.vcd" nodelay noscene scene "scenes/bane/bane_bane_laugh_08.vcd" nodelay noscene scene "scenes/bane/bane_bane_laugh_09.vcd" nodelay noscene } Rule bane_EmoteIsEmoteLaugh_Rule { criteria Emote Isbane IsEmoteLaugh response bane_EmoteIsEmoteLaugh }