criterion "Isdark_seer" "classname" "npc_dota_hero_dark_seer" weight 5 required criterion "IsEnemydark_seer" "targetclassname" "npc_dota_hero_dark_seer" weight 5 required criterion "IsAllydark_seer" "nearby_ally" "npc_dota_hero_dark_seer" weight 5 required criterion "IsDarkSeerIonShell" "abilityname" "dark_seer_ion_shell" weight 5 required criterion "IsDarkSeerLoadoutSpawn" "special_spawn" "dark_seer_loadout_spawn" weight 5 required Response dark_seer_Spawn { scene "scenes/dark_seer/dark_seer_dkseer_spawn_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_spawn_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_spawn_03.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_spawn_04.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_spawn_05.vcd" nodelay noscene } Rule dark_seer_Spawn_Rule { criteria Spawn Isdark_seer response dark_seer_Spawn } Response dark_seer_CustomIsGameStart { scene "scenes/dark_seer/dark_seer_dkseer_battlebegins_01.vcd" nodelay noscene } Rule dark_seer_CustomIsGameStart_Rule { criteria Custom Isdark_seer IsGameStart response dark_seer_CustomIsGameStart } Response dark_seer_CustomIsDarkSeerLoadoutSpawn { scene "scenes/dark_seer/dark_seer_dkseer_spawn_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_spawn_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_spawn_03.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_spawn_04.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_spawn_05.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_move_11.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_move_12.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_move_13.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_attack_05.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_attack_06.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_cast_03.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_level_01.vcd" nodelay noscene } Rule dark_seer_CustomIsDarkSeerLoadoutSpawn_Rule { criteria Custom Isdark_seer IsDarkSeerLoadoutSpawn response dark_seer_CustomIsDarkSeerLoadoutSpawn } Response dark_seer_KillIsFirstBlood { scene "scenes/dark_seer/dark_seer_dkseer_firstblood_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_firstblood_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_firstblood_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_firstblood_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_firstblood_02.vcd" nodelay noscene } Rule dark_seer_KillIsFirstBlood_Rule { criteria Kill Isdark_seer IsFirstBlood response dark_seer_KillIsFirstBlood } Response dark_seer_Kill { scene "scenes/dark_seer/dark_seer_dkseer_kill_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_kill_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_kill_03.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_kill_04.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_kill_05.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_kill_06.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_kill_07.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_kill_09.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_kill_10.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_kill_11.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_kill_12.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_kill_13.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_rival_05.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_laugh_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_laugh_13.vcd" nodelay noscene } Rule dark_seer_Kill_Rule { criteria Kill Isdark_seer response dark_seer_Kill } Response dark_seer_KillIsEnemyTinyChance_50% { scene "scenes/dark_seer/dark_seer_dkseer_rival_03.vcd" nodelay noscene } Rule dark_seer_KillIsEnemyTinyChance_50%_Rule { criteria Kill Isdark_seer IsEnemyTiny Chance_50% response dark_seer_KillIsEnemyTinyChance_50% } Response dark_seer_KillIsEnemyFaceless_VoidChance_50% { scene "scenes/dark_seer/dark_seer_dkseer_rival_04.vcd" nodelay noscene } Rule dark_seer_KillIsEnemyFaceless_VoidChance_50%_Rule { criteria Kill Isdark_seer IsEnemyFaceless_Void Chance_50% response dark_seer_KillIsEnemyFaceless_VoidChance_50% } Response dark_seer_Move { scene "scenes/dark_seer/dark_seer_dkseer_move_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_move_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_move_03.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_move_04.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_move_05.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_move_06.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_move_07.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_move_08.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_move_09.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_move_10.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_move_11.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_move_12.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_move_13.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_ability_vacuum_03.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_ability_surge_04.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_ability_wallr_03.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_ability_wallr_04.vcd" nodelay noscene } Rule dark_seer_Move_Rule { criteria Move Isdark_seer response dark_seer_Move } Response dark_seer_Attack { scene "scenes/dark_seer/dark_seer_dkseer_attack_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_attack_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_attack_03.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_attack_04.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_attack_05.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_attack_06.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_attack_07.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_attack_08.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_attack_09.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_attack_10.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_attack_11.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_ability_vacuum_04.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_ability_vacuum_05.vcd" nodelay noscene } Rule dark_seer_Attack_Rule { criteria Attack Isdark_seer response dark_seer_Attack } Response dark_seer_AttackIsEnemyPhantom_LancerChance_5% { scene "scenes/dark_seer/dark_seer_dkseer_rival_06.vcd" nodelay noscene } Rule dark_seer_AttackIsEnemyPhantom_LancerChance_5%_Rule { criteria Attack Isdark_seer IsEnemyPhantom_Lancer Chance_5% response dark_seer_AttackIsEnemyPhantom_LancerChance_5% } Response dark_seer_AttackIsEnemyAxeChance_5% { scene "scenes/dark_seer/dark_seer_dkseer_rival_07.vcd" nodelay noscene } Rule dark_seer_AttackIsEnemyAxeChance_5%_Rule { criteria Attack Isdark_seer IsEnemyAxe Chance_5% response dark_seer_AttackIsEnemyAxeChance_5% } Response dark_seer_AttackIsEnemyViperChance_5% { scene "scenes/dark_seer/dark_seer_dkseer_rival_08.vcd" nodelay noscene } Rule dark_seer_AttackIsEnemyViperChance_5%_Rule { criteria Attack Isdark_seer IsEnemyViper Chance_5% response dark_seer_AttackIsEnemyViperChance_5% } Response dark_seer_AttackIsEnemyShadowShamanChance_5% { scene "scenes/dark_seer/dark_seer_dkseer_rival_09.vcd" nodelay noscene } Rule dark_seer_AttackIsEnemyShadowShamanChance_5%_Rule { criteria Attack Isdark_seer IsEnemyShadowShaman Chance_5% response dark_seer_AttackIsEnemyShadowShamanChance_5% } Response dark_seer_AttackIsEnemyNaga_SirenChance_5% { scene "scenes/dark_seer/dark_seer_dkseer_rival_10.vcd" nodelay noscene } Rule dark_seer_AttackIsEnemyNaga_SirenChance_5%_Rule { criteria Attack Isdark_seer IsEnemyNaga_Siren Chance_5% response dark_seer_AttackIsEnemyNaga_SirenChance_5% } Response dark_seer_CastOrder { scene "scenes/dark_seer/dark_seer_dkseer_cast_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_cast_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_cast_03.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_ability_wallr_02.vcd" nodelay noscene } Rule dark_seer_CastOrder_Rule { criteria CastOrder Isdark_seer response dark_seer_CastOrder } Response dark_seer_CastExecuteIsDarkSeerIonShellChance_50% { scene "scenes/dark_seer/dark_seer_dkseer_ability_surge_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_ability_surge_02.vcd" nodelay noscene } Rule dark_seer_CastExecuteIsDarkSeerIonShellChance_50%_Rule { criteria CastExecute Isdark_seer IsDarkSeerIonShell Chance_50% response dark_seer_CastExecuteIsDarkSeerIonShellChance_50% } Response dark_seer_LevelUp { scene "scenes/dark_seer/dark_seer_dkseer_level_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_level_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_level_03.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_level_04.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_level_05.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_level_06.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_level_07.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_level_08.vcd" nodelay noscene } Rule dark_seer_LevelUp_Rule { criteria LevelUp Isdark_seer response dark_seer_LevelUp } Response dark_seer_DeathIsEnemyFurionChance_35% { scene "scenes/dark_seer/dark_seer_dkseer_rival_01.vcd" nodelay noscene } Rule dark_seer_DeathIsEnemyFurionChance_35%_Rule { criteria Death Isdark_seer IsEnemyFurion Chance_35% response dark_seer_DeathIsEnemyFurionChance_35% } Response dark_seer_DeathIsEnemySniperChance_20% { scene "scenes/dark_seer/dark_seer_dkseer_rival_02.vcd" nodelay noscene } Rule dark_seer_DeathIsEnemySniperChance_20%_Rule { criteria Death Isdark_seer IsEnemySniper Chance_20% response dark_seer_DeathIsEnemySniperChance_20% } Response dark_seer_Death { scene "scenes/dark_seer/dark_seer_dkseer_death_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_death_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_death_03.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_death_04.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_death_05.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_death_06.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_death_07.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_death_08.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_death_09.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_death_10.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_death_11.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_death_12.vcd" nodelay noscene } Rule dark_seer_Death_Rule { criteria Death Isdark_seer response dark_seer_Death } Response dark_seer_DeathIsReincarnating { scene "scenes/dark_seer/dark_seer_dkseer_fastres_01.vcd" nodelay noscene } Rule dark_seer_DeathIsReincarnating_Rule { criteria Death Isdark_seer IsReincarnating response dark_seer_DeathIsReincarnating } Response dark_seer_LastHit { scene "scenes/dark_seer/dark_seer_dkseer_lasthit_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_lasthit_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_lasthit_03.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_lasthit_04.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_lasthit_05.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_lasthit_06.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_lasthit_07.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_lasthit_08.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_lasthit_09.vcd" nodelay noscene } Rule dark_seer_LastHit_Rule { criteria LastHit Isdark_seer response dark_seer_LastHit } Response dark_seer_Respawn { scene "scenes/dark_seer/dark_seer_dkseer_respawn_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_respawn_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_respawn_03.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_respawn_04.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_respawn_05.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_respawn_06.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_respawn_07.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_respawn_08.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_respawn_09.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_respawn_10.vcd" nodelay noscene } Rule dark_seer_Respawn_Rule { criteria Respawn Isdark_seer response dark_seer_Respawn } Response dark_seer_Select { scene "scenes/dark_seer/dark_seer_dkseer_rare_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_rare_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_rare_03.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_rare_04.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_rare_05.vcd" nodelay noscene } Rule dark_seer_Select_Rule { criteria Select Isdark_seer response dark_seer_Select } Response dark_seer_PurchaseIsExpensiveItem { scene "scenes/dark_seer/dark_seer_dkseer_purch_01.vcd" nodelay noscene speakonce scene "scenes/dark_seer/dark_seer_dkseer_purch_02.vcd" nodelay noscene speakonce scene "scenes/dark_seer/dark_seer_dkseer_purch_03.vcd" nodelay noscene speakonce } Rule dark_seer_PurchaseIsExpensiveItem_Rule { criteria Purchase Isdark_seer IsExpensiveItem response dark_seer_PurchaseIsExpensiveItem } Response dark_seer_PurchaseIsBlinkDagger { scene "scenes/dark_seer/dark_seer_dkseer_blink_01.vcd" nodelay noscene speakonce scene "scenes/dark_seer/dark_seer_dkseer_blink_02.vcd" nodelay noscene speakonce scene "scenes/dark_seer/dark_seer_dkseer_blink_03.vcd" nodelay noscene speakonce } Rule dark_seer_PurchaseIsBlinkDagger_Rule { criteria Purchase Isdark_seer IsBlinkDagger response dark_seer_PurchaseIsBlinkDagger } Response dark_seer_PurchaseIsUltimateScepter { scene "scenes/dark_seer/dark_seer_dkseer_scepter_01.vcd" nodelay noscene speakonce scene "scenes/dark_seer/dark_seer_dkseer_scepter_02.vcd" nodelay noscene speakonce } Rule dark_seer_PurchaseIsUltimateScepter_Rule { criteria Purchase Isdark_seer IsUltimateScepter response dark_seer_PurchaseIsUltimateScepter } Response dark_seer_PurchaseIsVanguard { scene "scenes/dark_seer/dark_seer_dkseer_item_01.vcd" nodelay noscene speakonce } Rule dark_seer_PurchaseIsVanguard_Rule { criteria Purchase Isdark_seer IsVanguard response dark_seer_PurchaseIsVanguard } Response dark_seer_PurchaseIsShiva { scene "scenes/dark_seer/dark_seer_dkseer_item_02.vcd" nodelay noscene speakonce } Rule dark_seer_PurchaseIsShiva_Rule { criteria Purchase Isdark_seer IsShiva response dark_seer_PurchaseIsShiva } Response dark_seer_PurchaseIsSheepstick { scene "scenes/dark_seer/dark_seer_dkseer_item_03.vcd" nodelay noscene speakonce } Rule dark_seer_PurchaseIsSheepstick_Rule { criteria Purchase Isdark_seer IsSheepstick response dark_seer_PurchaseIsSheepstick } Response dark_seer_PurchaseIsRadiance { scene "scenes/dark_seer/dark_seer_dkseer_item_04.vcd" nodelay noscene speakonce } Rule dark_seer_PurchaseIsRadiance_Rule { criteria Purchase Isdark_seer IsRadiance response dark_seer_PurchaseIsRadiance } Response dark_seer_Bottling { scene "scenes/dark_seer/dark_seer_dkseer_bottle_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_bottle_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_bottle_03.vcd" nodelay noscene } Rule dark_seer_Bottling_Rule { criteria Bottling Isdark_seer response dark_seer_Bottling } Response dark_seer_Deny { scene "scenes/dark_seer/dark_seer_dkseer_deny_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_deny_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_deny_03.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_deny_04.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_deny_05.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_deny_06.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_deny_07.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_deny_08.vcd" nodelay noscene } Rule dark_seer_Deny_Rule { criteria Deny Isdark_seer response dark_seer_Deny } Response dark_seer_Defeat { scene "scenes/dark_seer/dark_seer_dkseer_lose_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_lose_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_lose_03.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_lose_04.vcd" nodelay noscene } Rule dark_seer_Defeat_Rule { criteria Defeat Isdark_seer response dark_seer_Defeat } Response dark_seer_Victory { scene "scenes/dark_seer/dark_seer_dkseer_win_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_win_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_win_03.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_win_04.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_win_05.vcd" nodelay noscene } Rule dark_seer_Victory_Rule { criteria Victory Isdark_seer response dark_seer_Victory } Response dark_seer_Immortality { scene "scenes/dark_seer/dark_seer_dkseer_immort_01.vcd" nodelay noscene } Rule dark_seer_Immortality_Rule { criteria Immortality Isdark_seer response dark_seer_Immortality } Response dark_seer_PowerupIsPowerupHaste { scene "scenes/dark_seer/dark_seer_dkseer_haste_01.vcd" nodelay noscene } Rule dark_seer_PowerupIsPowerupHaste_Rule { criteria Powerup Isdark_seer IsPowerupHaste response dark_seer_PowerupIsPowerupHaste } Response dark_seer_PowerupIsPowerupBounty { scene "scenes/dark_seer/dark_seer_dkseer_haste_02.vcd" nodelay noscene respeakdelay 300 } Rule dark_seer_PowerupIsPowerupBounty_Rule { criteria Powerup Isdark_seer IsPowerupBounty response dark_seer_PowerupIsPowerupBounty } Response dark_seer_PowerupIsPowerupArcane { scene "scenes/dark_seer/dark_seer_dkseer_happy_01.vcd" nodelay noscene respeakdelay 300 } Rule dark_seer_PowerupIsPowerupArcane_Rule { criteria Powerup Isdark_seer IsPowerupArcane response dark_seer_PowerupIsPowerupArcane } Response dark_seer_PowerupIsPowerupDoubleDamage { scene "scenes/dark_seer/dark_seer_dkseer_doubdam_01.vcd" nodelay noscene } Rule dark_seer_PowerupIsPowerupDoubleDamage_Rule { criteria Powerup Isdark_seer IsPowerupDoubleDamage response dark_seer_PowerupIsPowerupDoubleDamage } Response dark_seer_PowerupIsPowerupDoubleDamageChance_25% { scene "scenes/dark_seer/dark_seer_dkseer_doubdam_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_doubdam_03.vcd" nodelay noscene } Rule dark_seer_PowerupIsPowerupDoubleDamageChance_25%_Rule { criteria Powerup Isdark_seer IsPowerupDoubleDamage Chance_25% response dark_seer_PowerupIsPowerupDoubleDamageChance_25% } Response dark_seer_PowerupIsPowerupRegeneration { scene "scenes/dark_seer/dark_seer_dkseer_regen_01.vcd" nodelay noscene } Rule dark_seer_PowerupIsPowerupRegeneration_Rule { criteria Powerup Isdark_seer IsPowerupRegeneration response dark_seer_PowerupIsPowerupRegeneration } Response dark_seer_PowerupIsPowerupRegenerationChance_25% { scene "scenes/dark_seer/dark_seer_dkseer_regen_02.vcd" nodelay noscene } Rule dark_seer_PowerupIsPowerupRegenerationChance_25%_Rule { criteria Powerup Isdark_seer IsPowerupRegeneration Chance_25% response dark_seer_PowerupIsPowerupRegenerationChance_25% } Response dark_seer_PowerupIsPowerupIllusion { scene "scenes/dark_seer/dark_seer_dkseer_illus_01.vcd" nodelay noscene } Rule dark_seer_PowerupIsPowerupIllusion_Rule { criteria Powerup Isdark_seer IsPowerupIllusion response dark_seer_PowerupIsPowerupIllusion } Response dark_seer_PowerupIsPowerupInvisibility { scene "scenes/dark_seer/dark_seer_dkseer_invis_01.vcd" nodelay noscene } Rule dark_seer_PowerupIsPowerupInvisibility_Rule { criteria Powerup Isdark_seer IsPowerupInvisibility response dark_seer_PowerupIsPowerupInvisibility } Response dark_seer_PowerupIsPowerupInvisibilityChance_25% { scene "scenes/dark_seer/dark_seer_dkseer_invis_02.vcd" nodelay noscene } Rule dark_seer_PowerupIsPowerupInvisibilityChance_25%_Rule { criteria Powerup Isdark_seer IsPowerupInvisibility Chance_25% response dark_seer_PowerupIsPowerupInvisibilityChance_25% } Response dark_seer_CooldownLittleNag { scene "scenes/dark_seer/dark_seer_dkseer_notyet_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_notyet_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_notyet_03.vcd" nodelay noscene } Rule dark_seer_CooldownLittleNag_Rule { criteria Cooldown Isdark_seer LittleNag response dark_seer_CooldownLittleNag } Response dark_seer_CooldownMediumNag { scene "scenes/dark_seer/dark_seer_dkseer_notyet_04.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_notyet_05.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_notyet_06.vcd" nodelay noscene } Rule dark_seer_CooldownMediumNag_Rule { criteria Cooldown Isdark_seer MediumNag response dark_seer_CooldownMediumNag } Response dark_seer_CooldownSuperNag { scene "scenes/dark_seer/dark_seer_dkseer_notyet_07.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_notyet_08.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_notyet_09.vcd" nodelay noscene } Rule dark_seer_CooldownSuperNag_Rule { criteria Cooldown Isdark_seer SuperNag response dark_seer_CooldownSuperNag } Response dark_seer_NoManaLittleNag { scene "scenes/dark_seer/dark_seer_dkseer_nomana_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_nomana_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_nomana_03.vcd" nodelay noscene } Rule dark_seer_NoManaLittleNag_Rule { criteria NoMana Isdark_seer LittleNag response dark_seer_NoManaLittleNag } Response dark_seer_NoManaMediumNag { scene "scenes/dark_seer/dark_seer_dkseer_nomana_04.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_nomana_05.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_nomana_06.vcd" nodelay noscene } Rule dark_seer_NoManaMediumNag_Rule { criteria NoMana Isdark_seer MediumNag response dark_seer_NoManaMediumNag } Response dark_seer_NoManaSuperNag { scene "scenes/dark_seer/dark_seer_dkseer_nomana_07.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_nomana_08.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_nomana_09.vcd" nodelay noscene } Rule dark_seer_NoManaSuperNag_Rule { criteria NoMana Isdark_seer SuperNag response dark_seer_NoManaSuperNag } Response dark_seer_Thanks { scene "scenes/dark_seer/dark_seer_dkseer_thanks_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_thanks_02.vcd" nodelay noscene } Rule dark_seer_Thanks_Rule { criteria Thanks Isdark_seer response dark_seer_Thanks } Response dark_seer_PainChance_25% { scene "scenes/dark_seer/dark_seer_dkseer_underattack_01.vcd" nodelay noscene respeakdelay 120 } Rule dark_seer_PainChance_25%_Rule { criteria Pain Isdark_seer Chance_25% response dark_seer_PainChance_25% } Response dark_seer_Pain { scene "scenes/dark_seer/dark_seer_dkseer_pain_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_pain_07.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_pain_08.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_pain_09.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_pain_10.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_pain_11.vcd" nodelay noscene } Rule dark_seer_Pain_Rule { criteria Pain Isdark_seer response dark_seer_Pain } Response dark_seer_InTheBag { scene "scenes/dark_seer/dark_seer_dkseer_inthebag_01.vcd" nodelay noscene } Rule dark_seer_InTheBag_Rule { criteria InTheBag Isdark_seer response dark_seer_InTheBag } Response dark_seer_ItemDropIsUltraRareDrop { scene "scenes/dark_seer/dark_seer_dkseer_happy_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_laugh_10.vcd" nodelay noscene } Rule dark_seer_ItemDropIsUltraRareDrop_Rule { criteria ItemDrop Isdark_seer IsUltraRareDrop response dark_seer_ItemDropIsUltraRareDrop } Response dark_seer_ItemDropIsCommonDrop { scene "scenes/dark_seer/dark_seer_dkseer_happy_03.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_laugh_11.vcd" nodelay noscene } Rule dark_seer_ItemDropIsCommonDrop_Rule { criteria ItemDrop Isdark_seer IsCommonDrop response dark_seer_ItemDropIsCommonDrop } Response dark_seer_ItemDropIsRareDrop { scene "scenes/dark_seer/dark_seer_dkseer_laugh_08.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_laugh_12.vcd" nodelay noscene } Rule dark_seer_ItemDropIsRareDrop_Rule { criteria ItemDrop Isdark_seer IsRareDrop response dark_seer_ItemDropIsRareDrop } Response dark_seer_EmoteIsEmoteLaugh { scene "scenes/dark_seer/dark_seer_dkseer_laugh_01.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_laugh_02.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_laugh_03.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_laugh_04.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_laugh_05.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_laugh_06.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_laugh_07.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_laugh_08.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_laugh_09.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_laugh_10.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_laugh_11.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_laugh_12.vcd" nodelay noscene scene "scenes/dark_seer/dark_seer_dkseer_laugh_13.vcd" nodelay noscene } Rule dark_seer_EmoteIsEmoteLaugh_Rule { criteria Emote Isdark_seer IsEmoteLaugh response dark_seer_EmoteIsEmoteLaugh }