criterion "Islion" "classname" "npc_dota_hero_lion" weight 5 required criterion "IsEnemylion" "targetclassname" "npc_dota_hero_lion" weight 5 required criterion "IsAllylion" "nearby_ally" "npc_dota_hero_lion" weight 5 required criterion "IsLionVoodoo" "abilityname" "lion_voodoo" weight 5 required criterion "IsLionImpale" "abilityname" "lion_impale" weight 5 required criterion "IsLionLoadoutSpawn" "special_spawn" "lion_loadout_spawn" weight 5 required Response lion_Spawn { scene "scenes/lion/lion_lion_spawn_01.vcd" nodelay noscene scene "scenes/lion/lion_lion_spawn_03.vcd" nodelay noscene scene "scenes/lion/lion_lion_spawn_04.vcd" nodelay noscene scene "scenes/lion/lion_lion_spawn_05.vcd" nodelay noscene scene "scenes/lion/lion_lion_spawn_06.vcd" nodelay noscene } Rule lion_Spawn_Rule { criteria Spawn Islion response lion_Spawn } Response lion_Move { scene "scenes/lion/lion_lion_move_01.vcd" nodelay noscene scene "scenes/lion/lion_lion_move_02.vcd" nodelay noscene scene "scenes/lion/lion_lion_move_03.vcd" nodelay noscene scene "scenes/lion/lion_lion_move_04.vcd" nodelay noscene scene "scenes/lion/lion_lion_move_05.vcd" nodelay noscene scene "scenes/lion/lion_lion_move_06.vcd" nodelay noscene scene "scenes/lion/lion_lion_move_07.vcd" nodelay noscene scene "scenes/lion/lion_lion_move_08.vcd" nodelay noscene scene "scenes/lion/lion_lion_move_09.vcd" nodelay noscene scene "scenes/lion/lion_lion_move_10.vcd" nodelay noscene scene "scenes/lion/lion_lion_move_12.vcd" nodelay noscene scene "scenes/lion/lion_lion_move_13.vcd" nodelay noscene } Rule lion_Move_Rule { criteria Move Islion response lion_Move } Response lion_MoveChance_3% { scene "scenes/lion/lion_lion_move_11.vcd" nodelay noscene } Rule lion_MoveChance_3%_Rule { criteria Move Islion Chance_3% response lion_MoveChance_3% } Response lion_Attack { scene "scenes/lion/lion_lion_attack_01.vcd" nodelay noscene scene "scenes/lion/lion_lion_attack_02.vcd" nodelay noscene scene "scenes/lion/lion_lion_attack_03.vcd" nodelay noscene scene "scenes/lion/lion_lion_attack_04.vcd" nodelay noscene scene "scenes/lion/lion_lion_attack_05.vcd" nodelay noscene scene "scenes/lion/lion_lion_attack_06.vcd" nodelay noscene scene "scenes/lion/lion_lion_attack_07.vcd" nodelay noscene scene "scenes/lion/lion_lion_attack_08.vcd" nodelay noscene scene "scenes/lion/lion_lion_attack_09.vcd" nodelay noscene scene "scenes/lion/lion_lion_attack_10.vcd" nodelay noscene scene "scenes/lion/lion_lion_attack_11.vcd" nodelay noscene scene "scenes/lion/lion_lion_attack_12.vcd" nodelay noscene scene "scenes/lion/lion_lion_attack_13.vcd" nodelay noscene scene "scenes/lion/lion_lion_attack_14.vcd" nodelay noscene } Rule lion_Attack_Rule { criteria Attack Islion response lion_Attack } Response lion_CustomIsGameStart { scene "scenes/lion/lion_lion_cast_01.vcd" nodelay noscene } Rule lion_CustomIsGameStart_Rule { criteria Custom Islion IsGameStart response lion_CustomIsGameStart } Response lion_CustomIsLionLoadoutSpawn { scene "scenes/lion/lion_lion_spawn_01.vcd" nodelay noscene scene "scenes/lion/lion_lion_spawn_02.vcd" nodelay noscene scene "scenes/lion/lion_lion_spawn_03.vcd" nodelay noscene scene "scenes/lion/lion_lion_spawn_04.vcd" nodelay noscene scene "scenes/lion/lion_lion_spawn_05.vcd" nodelay noscene scene "scenes/lion/lion_lion_spawn_06.vcd" nodelay noscene scene "scenes/lion/lion_lion_move_11.vcd" nodelay noscene scene "scenes/lion/lion_lion_move_12.vcd" nodelay noscene scene "scenes/lion/lion_lion_move_10.vcd" nodelay noscene scene "scenes/lion/lion_lion_attack_10.vcd" nodelay noscene scene "scenes/lion/lion_lion_attack_11.vcd" nodelay noscene scene "scenes/lion/lion_lion_attack_12.vcd" nodelay noscene } Rule lion_CustomIsLionLoadoutSpawn_Rule { criteria Custom Islion IsLionLoadoutSpawn response lion_CustomIsLionLoadoutSpawn } Response lion_CastOrder { scene "scenes/lion/lion_lion_cast_02.vcd" nodelay noscene scene "scenes/lion/lion_lion_cast_03.vcd" nodelay noscene } Rule lion_CastOrder_Rule { criteria CastOrder Islion response lion_CastOrder } Response lion_CastExecuteIsLionImpaleChance_15% { scene "scenes/lion/lion_lion_ability_spike_01.vcd" nodelay noscene } Rule lion_CastExecuteIsLionImpaleChance_15%_Rule { criteria CastExecute Islion IsLionImpale Chance_15% response lion_CastExecuteIsLionImpaleChance_15% } Response lion_CastExecuteIsLionVoodooChance_75% { scene "scenes/lion/lion_lion_ability_voodoo_03.vcd" nodelay noscene scene "scenes/lion/lion_lion_ability_voodoo_04.vcd" nodelay noscene scene "scenes/lion/lion_lion_ability_voodoo_05.vcd" nodelay noscene scene "scenes/lion/lion_lion_ability_voodoo_06.vcd" nodelay noscene scene "scenes/lion/lion_lion_ability_voodoo_07.vcd" nodelay noscene scene "scenes/lion/lion_lion_ability_voodoo_08.vcd" nodelay noscene scene "scenes/lion/lion_lion_ability_voodoo_09.vcd" nodelay noscene scene "scenes/lion/lion_lion_ability_voodoo_10.vcd" nodelay noscene } Rule lion_CastExecuteIsLionVoodooChance_75%_Rule { criteria CastExecute Islion IsLionVoodoo Chance_75% response lion_CastExecuteIsLionVoodooChance_75% } Response lion_LevelUp { scene "scenes/lion/lion_lion_level_01.vcd" nodelay noscene scene "scenes/lion/lion_lion_level_02.vcd" nodelay noscene scene "scenes/lion/lion_lion_level_03.vcd" nodelay noscene scene "scenes/lion/lion_lion_level_04.vcd" nodelay noscene scene "scenes/lion/lion_lion_level_05.vcd" nodelay noscene scene "scenes/lion/lion_lion_level_06.vcd" nodelay noscene scene "scenes/lion/lion_lion_level_07.vcd" nodelay noscene } Rule lion_LevelUp_Rule { criteria LevelUp Islion response lion_LevelUp } Response lion_Kill { scene "scenes/lion/lion_lion_kill_01.vcd" nodelay noscene scene "scenes/lion/lion_lion_kill_02.vcd" nodelay noscene scene "scenes/lion/lion_lion_kill_03.vcd" nodelay noscene scene "scenes/lion/lion_lion_kill_04.vcd" nodelay noscene scene "scenes/lion/lion_lion_kill_05.vcd" nodelay noscene scene "scenes/lion/lion_lion_kill_06.vcd" nodelay noscene scene "scenes/lion/lion_lion_kill_07.vcd" nodelay noscene scene "scenes/lion/lion_lion_kill_08.vcd" nodelay noscene scene "scenes/lion/lion_lion_kill_09.vcd" nodelay noscene scene "scenes/lion/lion_lion_kill_10.vcd" nodelay noscene scene "scenes/lion/lion_lion_kill_11.vcd" nodelay noscene scene "scenes/lion/lion_lion_laugh_02.vcd" nodelay noscene scene "scenes/lion/lion_lion_laugh_03.vcd" nodelay noscene scene "scenes/lion/lion_lion_laugh_04.vcd" nodelay noscene scene "scenes/lion/lion_lion_laugh_05.vcd" nodelay noscene scene "scenes/lion/lion_lion_laugh_06.vcd" nodelay noscene } Rule lion_Kill_Rule { criteria Kill Islion response lion_Kill } Response lion_KillIsEnemyWitchDoctorChance_35% { scene "scenes/lion/lion_lion_killspecial_01.vcd" nodelay noscene } Rule lion_KillIsEnemyWitchDoctorChance_35%_Rule { criteria Kill Islion IsEnemyWitchDoctor Chance_35% response lion_KillIsEnemyWitchDoctorChance_35% } Response lion_LastHit { scene "scenes/lion/lion_lion_lasthit_01.vcd" nodelay noscene scene "scenes/lion/lion_lion_lasthit_02.vcd" nodelay noscene scene "scenes/lion/lion_lion_lasthit_03.vcd" nodelay noscene scene "scenes/lion/lion_lion_lasthit_04.vcd" nodelay noscene scene "scenes/lion/lion_lion_lasthit_05.vcd" nodelay noscene scene "scenes/lion/lion_lion_lasthit_06.vcd" nodelay noscene scene "scenes/lion/lion_lion_lasthit_07.vcd" nodelay noscene scene "scenes/lion/lion_lion_lasthit_08.vcd" nodelay noscene scene "scenes/lion/lion_lion_lasthit_09.vcd" nodelay noscene } Rule lion_LastHit_Rule { criteria LastHit Islion response lion_LastHit } Response lion_Respawn { scene "scenes/lion/lion_lion_death_01.vcd" nodelay noscene scene "scenes/lion/lion_lion_respawn_01.vcd" nodelay noscene scene "scenes/lion/lion_lion_respawn_02.vcd" nodelay noscene scene "scenes/lion/lion_lion_respawn_03.vcd" nodelay noscene scene "scenes/lion/lion_lion_respawn_04.vcd" nodelay noscene scene "scenes/lion/lion_lion_respawn_05.vcd" nodelay noscene scene "scenes/lion/lion_lion_respawn_06.vcd" nodelay noscene scene "scenes/lion/lion_lion_respawn_07.vcd" nodelay noscene scene "scenes/lion/lion_lion_respawn_08.vcd" nodelay noscene scene "scenes/lion/lion_lion_respawn_09.vcd" nodelay noscene scene "scenes/lion/lion_lion_respawn_10.vcd" nodelay noscene } Rule lion_Respawn_Rule { criteria Respawn Islion response lion_Respawn } Response lion_Death { scene "scenes/lion/lion_lion_death_02.vcd" nodelay noscene scene "scenes/lion/lion_lion_death_03.vcd" nodelay noscene scene "scenes/lion/lion_lion_death_04.vcd" nodelay noscene scene "scenes/lion/lion_lion_death_05.vcd" nodelay noscene scene "scenes/lion/lion_lion_death_06.vcd" nodelay noscene scene "scenes/lion/lion_lion_death_07.vcd" nodelay noscene scene "scenes/lion/lion_lion_death_08.vcd" nodelay noscene scene "scenes/lion/lion_lion_death_09.vcd" nodelay noscene scene "scenes/lion/lion_lion_death_10.vcd" nodelay noscene } Rule lion_Death_Rule { criteria Death Islion response lion_Death } Response lion_DeathIsReincarnating { scene "scenes/lion/lion_lion_laugh_01.vcd" nodelay noscene } Rule lion_DeathIsReincarnating_Rule { criteria Death Islion IsReincarnating response lion_DeathIsReincarnating } Response lion_Select { scene "scenes/lion/lion_lion_rare_01.vcd" nodelay noscene scene "scenes/lion/lion_lion_rare_02.vcd" nodelay noscene scene "scenes/lion/lion_lion_rare_03.vcd" nodelay noscene } Rule lion_Select_Rule { criteria Select Islion response lion_Select } Response lion_PurchaseIsExpensiveItem { scene "scenes/lion/lion_lion_purch_01.vcd" nodelay noscene speakonce scene "scenes/lion/lion_lion_purch_02.vcd" nodelay noscene speakonce scene "scenes/lion/lion_lion_purch_03.vcd" nodelay noscene speakonce } Rule lion_PurchaseIsExpensiveItem_Rule { criteria Purchase Islion IsExpensiveItem response lion_PurchaseIsExpensiveItem } Response lion_Bottling { scene "scenes/lion/lion_lion_bottle_01.vcd" nodelay noscene scene "scenes/lion/lion_lion_bottle_02.vcd" nodelay noscene scene "scenes/lion/lion_lion_bottle_03.vcd" nodelay noscene } Rule lion_Bottling_Rule { criteria Bottling Islion response lion_Bottling } Response lion_MissingIsLaneTop { scene "scenes/lion/lion_lion_lane_missing_01.vcd" nodelay noscene } Rule lion_MissingIsLaneTop_Rule { criteria Missing Islion IsLaneTop response lion_MissingIsLaneTop } Response lion_MissingIsLaneMid { scene "scenes/lion/lion_lion_lane_missing_02.vcd" nodelay noscene } Rule lion_MissingIsLaneMid_Rule { criteria Missing Islion IsLaneMid response lion_MissingIsLaneMid } Response lion_MissingIsLaneBot { scene "scenes/lion/lion_lion_lane_missing_03.vcd" nodelay noscene } Rule lion_MissingIsLaneBot_Rule { criteria Missing Islion IsLaneBot response lion_MissingIsLaneBot } Response lion_Deny { scene "scenes/lion/lion_lion_deny_01.vcd" nodelay noscene scene "scenes/lion/lion_lion_deny_02.vcd" nodelay noscene scene "scenes/lion/lion_lion_deny_03.vcd" nodelay noscene scene "scenes/lion/lion_lion_deny_04.vcd" nodelay noscene scene "scenes/lion/lion_lion_deny_05.vcd" nodelay noscene scene "scenes/lion/lion_lion_deny_06.vcd" nodelay noscene scene "scenes/lion/lion_lion_deny_07.vcd" nodelay noscene scene "scenes/lion/lion_lion_deny_08.vcd" nodelay noscene scene "scenes/lion/lion_lion_deny_09.vcd" nodelay noscene scene "scenes/lion/lion_lion_deny_10.vcd" nodelay noscene } Rule lion_Deny_Rule { criteria Deny Islion response lion_Deny } Response lion_Defeat { scene "scenes/lion/lion_lion_lose_01.vcd" nodelay noscene scene "scenes/lion/lion_lion_lose_02.vcd" nodelay noscene scene "scenes/lion/lion_lion_lose_03.vcd" nodelay noscene } Rule lion_Defeat_Rule { criteria Defeat Islion response lion_Defeat } Response lion_Victory { scene "scenes/lion/lion_lion_win_01.vcd" nodelay noscene scene "scenes/lion/lion_lion_win_02.vcd" nodelay noscene scene "scenes/lion/lion_lion_win_03.vcd" nodelay noscene } Rule lion_Victory_Rule { criteria Victory Islion response lion_Victory } Response lion_Immortality { scene "scenes/lion/lion_lion_immort_01.vcd" nodelay noscene } Rule lion_Immortality_Rule { criteria Immortality Islion response lion_Immortality } Response lion_PowerupIsPowerupBounty { scene "scenes/lion/lion_lion_lasthit_03.vcd" nodelay noscene respeakdelay 300 } Rule lion_PowerupIsPowerupBounty_Rule { criteria Powerup Islion IsPowerupBounty response lion_PowerupIsPowerupBounty } Response lion_PowerupIsPowerupArcane { scene "scenes/lion/lion_lion_purch_02.vcd" nodelay noscene respeakdelay 300 } Rule lion_PowerupIsPowerupArcane_Rule { criteria Powerup Islion IsPowerupArcane response lion_PowerupIsPowerupArcane } Response lion_PowerupIsPowerupHaste { scene "scenes/lion/lion_lion_haste_01.vcd" nodelay noscene } Rule lion_PowerupIsPowerupHaste_Rule { criteria Powerup Islion IsPowerupHaste response lion_PowerupIsPowerupHaste } Response lion_PowerupIsPowerupDoubleDamage { scene "scenes/lion/lion_lion_doubdam_01.vcd" nodelay noscene } Rule lion_PowerupIsPowerupDoubleDamage_Rule { criteria Powerup Islion IsPowerupDoubleDamage response lion_PowerupIsPowerupDoubleDamage } Response lion_PowerupIsPowerupDoubleDamageChance_25% { scene "scenes/lion/lion_lion_doubdam_02.vcd" nodelay noscene } Rule lion_PowerupIsPowerupDoubleDamageChance_25%_Rule { criteria Powerup Islion IsPowerupDoubleDamage Chance_25% response lion_PowerupIsPowerupDoubleDamageChance_25% } Response lion_PowerupIsPowerupRegeneration { scene "scenes/lion/lion_lion_regen_01.vcd" nodelay noscene } Rule lion_PowerupIsPowerupRegeneration_Rule { criteria Powerup Islion IsPowerupRegeneration response lion_PowerupIsPowerupRegeneration } Response lion_PowerupIsPowerupRegenerationChance_25% { scene "scenes/lion/lion_lion_regen_02.vcd" nodelay noscene } Rule lion_PowerupIsPowerupRegenerationChance_25%_Rule { criteria Powerup Islion IsPowerupRegeneration Chance_25% response lion_PowerupIsPowerupRegenerationChance_25% } Response lion_PowerupIsPowerupIllusion { scene "scenes/lion/lion_lion_illus_01.vcd" nodelay noscene } Rule lion_PowerupIsPowerupIllusion_Rule { criteria Powerup Islion IsPowerupIllusion response lion_PowerupIsPowerupIllusion } Response lion_PowerupIsPowerupIllusionChance_25% { scene "scenes/lion/lion_lion_illus_02.vcd" nodelay noscene } Rule lion_PowerupIsPowerupIllusionChance_25%_Rule { criteria Powerup Islion IsPowerupIllusion Chance_25% response lion_PowerupIsPowerupIllusionChance_25% } Response lion_PowerupIsPowerupInvisibility { scene "scenes/lion/lion_lion_invis_01.vcd" nodelay noscene } Rule lion_PowerupIsPowerupInvisibility_Rule { criteria Powerup Islion IsPowerupInvisibility response lion_PowerupIsPowerupInvisibility } Response lion_CooldownLittleNag { scene "scenes/lion/lion_lion_notyet_01.vcd" nodelay noscene scene "scenes/lion/lion_lion_notyet_02.vcd" nodelay noscene scene "scenes/lion/lion_lion_notyet_03.vcd" nodelay noscene } Rule lion_CooldownLittleNag_Rule { criteria Cooldown Islion LittleNag response lion_CooldownLittleNag } Response lion_CooldownMediumNag { scene "scenes/lion/lion_lion_notyet_05.vcd" nodelay noscene scene "scenes/lion/lion_lion_notyet_06.vcd" nodelay noscene scene "scenes/lion/lion_lion_notyet_07.vcd" nodelay noscene } Rule lion_CooldownMediumNag_Rule { criteria Cooldown Islion MediumNag response lion_CooldownMediumNag } Response lion_CooldownSuperNag { scene "scenes/lion/lion_lion_notyet_08.vcd" nodelay noscene scene "scenes/lion/lion_lion_notyet_09.vcd" nodelay noscene scene "scenes/lion/lion_lion_notyet_10.vcd" nodelay noscene } Rule lion_CooldownSuperNag_Rule { criteria Cooldown Islion SuperNag response lion_CooldownSuperNag } Response lion_NoManaLittleNag { scene "scenes/lion/lion_lion_nomana_01.vcd" nodelay noscene scene "scenes/lion/lion_lion_nomana_02.vcd" nodelay noscene scene "scenes/lion/lion_lion_nomana_03.vcd" nodelay noscene } Rule lion_NoManaLittleNag_Rule { criteria NoMana Islion LittleNag response lion_NoManaLittleNag } Response lion_NoManaMediumNag { scene "scenes/lion/lion_lion_nomana_04.vcd" nodelay noscene scene "scenes/lion/lion_lion_nomana_05.vcd" nodelay noscene scene "scenes/lion/lion_lion_nomana_06.vcd" nodelay noscene } Rule lion_NoManaMediumNag_Rule { criteria NoMana Islion MediumNag response lion_NoManaMediumNag } Response lion_NoManaSuperNag { scene "scenes/lion/lion_lion_nomana_07.vcd" nodelay noscene scene "scenes/lion/lion_lion_nomana_08.vcd" nodelay noscene scene "scenes/lion/lion_lion_nomana_09.vcd" nodelay noscene } Rule lion_NoManaSuperNag_Rule { criteria NoMana Islion SuperNag response lion_NoManaSuperNag } Response lion_Thanks { scene "scenes/lion/lion_lion_thanks_01.vcd" nodelay noscene scene "scenes/lion/lion_lion_thanks_02.vcd" nodelay noscene } Rule lion_Thanks_Rule { criteria Thanks Islion response lion_Thanks } Response lion_InTheBag { scene "scenes/lion/lion_lion_inthebag_01.vcd" nodelay noscene } Rule lion_InTheBag_Rule { criteria InTheBag Islion response lion_InTheBag } Response lion_Pain { scene "scenes/lion/lion_lion_pain_01.vcd" nodelay noscene scene "scenes/lion/lion_lion_pain_02.vcd" nodelay noscene scene "scenes/lion/lion_lion_pain_03.vcd" nodelay noscene scene "scenes/lion/lion_lion_pain_04.vcd" nodelay noscene scene "scenes/lion/lion_lion_pain_05.vcd" nodelay noscene scene "scenes/lion/lion_lion_pain_06.vcd" nodelay noscene scene "scenes/lion/lion_lion_pain_07.vcd" nodelay noscene scene "scenes/lion/lion_lion_pain_08.vcd" nodelay noscene scene "scenes/lion/lion_lion_pain_09.vcd" nodelay noscene scene "scenes/lion/lion_lion_pain_10.vcd" nodelay noscene } Rule lion_Pain_Rule { criteria Pain Islion response lion_Pain } Response lion_PainChance_25% { scene "scenes/lion/lion_lion_underattack_02.vcd" nodelay noscene respeakdelay 120 } Rule lion_PainChance_25%_Rule { criteria Pain Islion Chance_25% response lion_PainChance_25% } Response lion_ItemDropIsCommonDrop { scene "scenes/lion/lion_lion_happy_01.vcd" nodelay noscene } Rule lion_ItemDropIsCommonDrop_Rule { criteria ItemDrop Islion IsCommonDrop response lion_ItemDropIsCommonDrop } Response lion_ItemDropIsRareDrop { scene "scenes/lion/lion_lion_happy_02.vcd" nodelay noscene } Rule lion_ItemDropIsRareDrop_Rule { criteria ItemDrop Islion IsRareDrop response lion_ItemDropIsRareDrop } Response lion_ItemDropIsUltraRareDrop { scene "scenes/lion/lion_lion_happy_03.vcd" nodelay noscene } Rule lion_ItemDropIsUltraRareDrop_Rule { criteria ItemDrop Islion IsUltraRareDrop response lion_ItemDropIsUltraRareDrop } Response lion_EmoteIsEmoteLaugh { scene "scenes/lion/lion_lion_laugh_01.vcd" nodelay noscene scene "scenes/lion/lion_lion_laugh_02.vcd" nodelay noscene scene "scenes/lion/lion_lion_laugh_03.vcd" nodelay noscene scene "scenes/lion/lion_lion_laugh_04.vcd" nodelay noscene scene "scenes/lion/lion_lion_laugh_05.vcd" nodelay noscene scene "scenes/lion/lion_lion_laugh_06.vcd" nodelay noscene } Rule lion_EmoteIsEmoteLaugh_Rule { criteria Emote Islion IsEmoteLaugh response lion_EmoteIsEmoteLaugh }