criterion "Issilencer" "classname" "npc_dota_hero_silencer" weight 5 required criterion "IsEnemysilencer" "targetclassname" "npc_dota_hero_silencer" weight 5 required criterion "IsAllysilencer" "nearby_ally" "npc_dota_hero_silencer" weight 5 required criterion "IsSilencerGlaives" "abilityname" "silencer_glaives_of_wisdom" weight 5 required criterion "IsSilencerCurse" "abilityname" "silencer_curse_of_the_silent" weight 5 required criterion "IsSilencerLoadoutSpawn" "special_spawn" "silencer_loadout_spawn" weight 5 required Response silencer_Spawn { scene "scenes/silencer/silencer_silen_spawn_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_spawn_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_spawn_03.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_spawn_04.vcd" nodelay noscene } Rule silencer_Spawn_Rule { criteria Spawn Issilencer response silencer_Spawn } Response silencer_CustomIsGameStart { scene "scenes/silencer/silencer_silen_battlebegins_01.vcd" nodelay noscene } Rule silencer_CustomIsGameStart_Rule { criteria Custom Issilencer IsGameStart response silencer_CustomIsGameStart } Response silencer_CustomIsSilencerLoadoutSpawn { scene "scenes/silencer/silencer_silen_spawn_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_spawn_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_spawn_03.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_spawn_04.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_battlebegins_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_ability_glaive_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_ability_silence_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_level_06.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_kill_03.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_kill_10.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_attack_03.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_respawn_04.vcd" nodelay noscene } Rule silencer_CustomIsSilencerLoadoutSpawn_Rule { criteria Custom Issilencer IsSilencerLoadoutSpawn response silencer_CustomIsSilencerLoadoutSpawn } Response silencer_KillIsFirstBlood { scene "scenes/silencer/silencer_silen_first_01.vcd" nodelay noscene } Rule silencer_KillIsFirstBlood_Rule { criteria Kill Issilencer IsFirstBlood response silencer_KillIsFirstBlood } Response silencer_Kill { scene "scenes/silencer/silencer_silen_ability_glaive_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_ability_silence_04.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_ability_silence_10.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_kill_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_kill_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_kill_03.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_kill_04.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_kill_05.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_kill_06.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_kill_07.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_kill_08.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_kill_09.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_kill_10.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_kill_11.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_kill_14.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_kill_15.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_kill_16.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_kill_17.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_kill_18.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_03.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_04.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_05.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_06.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_07.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_08.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_09.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_10.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_11.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_12.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_13.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_14.vcd" nodelay noscene } Rule silencer_Kill_Rule { criteria Kill Issilencer response silencer_Kill } Response silencer_KillIsSilencerGlaivesChance_10% { scene "scenes/silencer/silencer_silen_ability_intsteal_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_ability_intsteal_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_ability_intsteal_03.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_kill_12.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_kill_13.vcd" nodelay noscene } Rule silencer_KillIsSilencerGlaivesChance_10%_Rule { criteria Kill Issilencer IsSilencerGlaives Chance_10% response silencer_KillIsSilencerGlaivesChance_10% } Response silencer_KillIsSilencerCurseChance_10% { scene "scenes/silencer/silencer_silen_ability_curse_04.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_ability_curse_05.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_ability_curse_06.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_ability_curse_07.vcd" nodelay noscene } Rule silencer_KillIsSilencerCurseChance_10%_Rule { criteria Kill Issilencer IsSilencerCurse Chance_10% response silencer_KillIsSilencerCurseChance_10% } Response silencer_KillIsEnemyQueenofPainChance_25% { scene "scenes/silencer/silencer_silen_rival_01.vcd" nodelay noscene } Rule silencer_KillIsEnemyQueenofPainChance_25%_Rule { criteria Kill Issilencer IsEnemyQueenofPain Chance_25% response silencer_KillIsEnemyQueenofPainChance_25% } Response silencer_KillIsEnemyPudgeChance_5% { scene "scenes/silencer/silencer_silen_rival_02.vcd" nodelay noscene } Rule silencer_KillIsEnemyPudgeChance_5%_Rule { criteria Kill Issilencer IsEnemyPudge Chance_5% response silencer_KillIsEnemyPudgeChance_5% } Response silencer_KillIsEnemyUndyingChance_5% { scene "scenes/silencer/silencer_silen_rival_02.vcd" nodelay noscene } Rule silencer_KillIsEnemyUndyingChance_5%_Rule { criteria Kill Issilencer IsEnemyUndying Chance_5% response silencer_KillIsEnemyUndyingChance_5% } Response silencer_KillIsEnemyInvokerIsSilencerGlaivesChance_25% { scene "scenes/silencer/silencer_silen_rival_03.vcd" nodelay noscene } Rule silencer_KillIsEnemyInvokerIsSilencerGlaivesChance_25%_Rule { criteria Kill Issilencer IsEnemyInvoker IsSilencerGlaives Chance_25% response silencer_KillIsEnemyInvokerIsSilencerGlaivesChance_25% } Response silencer_KillIsEnemyZuusChance_25% { scene "scenes/silencer/silencer_silen_rival_04.vcd" nodelay noscene } Rule silencer_KillIsEnemyZuusChance_25%_Rule { criteria Kill Issilencer IsEnemyZuus Chance_25% response silencer_KillIsEnemyZuusChance_25% } Response silencer_KillIsEnemyTinkerChance_25% { scene "scenes/silencer/silencer_silen_rival_05.vcd" nodelay noscene } Rule silencer_KillIsEnemyTinkerChance_25%_Rule { criteria Kill Issilencer IsEnemyTinker Chance_25% response silencer_KillIsEnemyTinkerChance_25% } Response silencer_KillIsEnemyJakiroChance_25% { scene "scenes/silencer/silencer_silen_rival_06.vcd" nodelay noscene } Rule silencer_KillIsEnemyJakiroChance_25%_Rule { criteria Kill Issilencer IsEnemyJakiro Chance_25% response silencer_KillIsEnemyJakiroChance_25% } Response silencer_KillIsEnemySkywrath_MageChance_25% { scene "scenes/silencer/silencer_silen_rival_06.vcd" nodelay noscene } Rule silencer_KillIsEnemySkywrath_MageChance_25%_Rule { criteria Kill Issilencer IsEnemySkywrath_Mage Chance_25% response silencer_KillIsEnemySkywrath_MageChance_25% } Response silencer_KillIsEnemyPuckChance_25% { scene "scenes/silencer/silencer_silen_rival_06.vcd" nodelay noscene } Rule silencer_KillIsEnemyPuckChance_25%_Rule { criteria Kill Issilencer IsEnemyPuck Chance_25% response silencer_KillIsEnemyPuckChance_25% } Response silencer_KillIsEnemyStormSpiritChance_25% { scene "scenes/silencer/silencer_silen_rival_07.vcd" nodelay noscene } Rule silencer_KillIsEnemyStormSpiritChance_25%_Rule { criteria Kill Issilencer IsEnemyStormSpirit Chance_25% response silencer_KillIsEnemyStormSpiritChance_25% } Response silencer_Move { scene "scenes/silencer/silencer_silen_move_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_move_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_move_03.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_move_04.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_move_05.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_move_06.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_move_07.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_move_08.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_move_09.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_move_10.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_move_11.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_move_12.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_move_13.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_move_14.vcd" nodelay noscene } Rule silencer_Move_Rule { criteria Move Issilencer response silencer_Move } Response silencer_Attack { scene "scenes/silencer/silencer_silen_attack_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_attack_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_attack_03.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_attack_04.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_attack_05.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_attack_06.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_attack_07.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_attack_08.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_attack_09.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_attack_10.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_attack_11.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_attack_12.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_attack_13.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_attack_14.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_attack_15.vcd" nodelay noscene } Rule silencer_Attack_Rule { criteria Attack Issilencer response silencer_Attack } Response silencer_CastOrder { scene "scenes/silencer/silencer_silen_cast_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_cast_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_cast_03.vcd" nodelay noscene } Rule silencer_CastOrder_Rule { criteria CastOrder Issilencer response silencer_CastOrder } Response silencer_LevelUp { scene "scenes/silencer/silencer_silen_level_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_level_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_level_03.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_level_04.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_level_05.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_level_06.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_level_07.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_level_08.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_level_09.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_level_10.vcd" nodelay noscene } Rule silencer_LevelUp_Rule { criteria LevelUp Issilencer response silencer_LevelUp } Response silencer_AllyNearIsAllyDeath_ProphetEarlyGame { scene "scenes/silencer/silencer_silen_rival_08.vcd" nodelay noscene speakonce } Rule silencer_AllyNearIsAllyDeath_ProphetEarlyGame_Rule { criteria AllyNear Issilencer IsAllyDeath_Prophet EarlyGame response silencer_AllyNearIsAllyDeath_ProphetEarlyGame } Response silencer_AllyNearIsAllyDrowRangerEarlyGame { scene "scenes/silencer/silencer_silen_rival_09.vcd" nodelay noscene speakonce } Rule silencer_AllyNearIsAllyDrowRangerEarlyGame_Rule { criteria AllyNear Issilencer IsAllyDrowRanger EarlyGame response silencer_AllyNearIsAllyDrowRangerEarlyGame } Response silencer_AllyNearIsAllyPuckEarlyGame { scene "scenes/silencer/silencer_silen_rival_10.vcd" nodelay noscene speakonce } Rule silencer_AllyNearIsAllyPuckEarlyGame_Rule { criteria AllyNear Issilencer IsAllyPuck EarlyGame response silencer_AllyNearIsAllyPuckEarlyGame } Response silencer_AllyNearIsAllyAntimageEarlyGame { scene "scenes/silencer/silencer_silen_rival_11.vcd" nodelay noscene speakonce } Rule silencer_AllyNearIsAllyAntimageEarlyGame_Rule { criteria AllyNear Issilencer IsAllyAntimage EarlyGame response silencer_AllyNearIsAllyAntimageEarlyGame } Response silencer_Death { scene "scenes/silencer/silencer_silen_death_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_death_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_death_03.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_death_04.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_death_05.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_death_06.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_death_07.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_death_08.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_death_09.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_death_10.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_death_11.vcd" nodelay noscene } Rule silencer_Death_Rule { criteria Death Issilencer response silencer_Death } Response silencer_DeathIsReincarnating { scene "scenes/silencer/silencer_silen_fastres_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_fastres_02.vcd" nodelay noscene } Rule silencer_DeathIsReincarnating_Rule { criteria Death Issilencer IsReincarnating response silencer_DeathIsReincarnating } Response silencer_Respawn { scene "scenes/silencer/silencer_silen_respawn_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_respawn_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_respawn_03.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_respawn_04.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_respawn_05.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_respawn_06.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_respawn_07.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_respawn_08.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_respawn_09.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_respawn_10.vcd" nodelay noscene } Rule silencer_Respawn_Rule { criteria Respawn Issilencer response silencer_Respawn } Response silencer_LastHit { scene "scenes/silencer/silencer_silen_lasthit_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_lasthit_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_lasthit_03.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_lasthit_04.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_lasthit_05.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_lasthit_06.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_lasthit_07.vcd" nodelay noscene } Rule silencer_LastHit_Rule { criteria LastHit Issilencer response silencer_LastHit } Response silencer_Deny { scene "scenes/silencer/silencer_silen_deny_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_deny_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_deny_03.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_deny_04.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_deny_05.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_deny_06.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_deny_07.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_deny_08.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_deny_09.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_deny_10.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_deny_11.vcd" nodelay noscene } Rule silencer_Deny_Rule { criteria Deny Issilencer response silencer_Deny } Response silencer_Select { scene "scenes/silencer/silencer_silen_ability_glaive_01.vcd" nodelay noscene } Rule silencer_Select_Rule { criteria Select Issilencer response silencer_Select } Response silencer_PurchaseIsExpensiveItem { scene "scenes/silencer/silencer_silen_purch_01.vcd" nodelay noscene speakonce scene "scenes/silencer/silencer_silen_purch_02.vcd" nodelay noscene speakonce scene "scenes/silencer/silencer_silen_purch_03.vcd" nodelay noscene speakonce } Rule silencer_PurchaseIsExpensiveItem_Rule { criteria Purchase Issilencer IsExpensiveItem response silencer_PurchaseIsExpensiveItem } Response silencer_PurchaseIsBlinkDagger { scene "scenes/silencer/silencer_silen_blink_01.vcd" nodelay noscene speakonce scene "scenes/silencer/silencer_silen_blink_02.vcd" nodelay noscene speakonce scene "scenes/silencer/silencer_silen_blink_03.vcd" nodelay noscene speakonce } Rule silencer_PurchaseIsBlinkDagger_Rule { criteria Purchase Issilencer IsBlinkDagger response silencer_PurchaseIsBlinkDagger } Response silencer_PurchaseIsUltimateScepter { scene "scenes/silencer/silencer_silen_scepter_01.vcd" nodelay noscene speakonce scene "scenes/silencer/silencer_silen_scepter_02.vcd" nodelay noscene speakonce } Rule silencer_PurchaseIsUltimateScepter_Rule { criteria Purchase Issilencer IsUltimateScepter response silencer_PurchaseIsUltimateScepter } Response silencer_PurchaseIsShiva { scene "scenes/silencer/silencer_silen_item_01.vcd" nodelay noscene speakonce } Rule silencer_PurchaseIsShiva_Rule { criteria Purchase Issilencer IsShiva response silencer_PurchaseIsShiva } Response silencer_PurchaseIsSheepStick { scene "scenes/silencer/silencer_silen_item_02.vcd" nodelay noscene speakonce } Rule silencer_PurchaseIsSheepStick_Rule { criteria Purchase Issilencer IsSheepStick response silencer_PurchaseIsSheepStick } Response silencer_PurchaseIsOrchid { scene "scenes/silencer/silencer_silen_item_03.vcd" nodelay noscene speakonce } Rule silencer_PurchaseIsOrchid_Rule { criteria Purchase Issilencer IsOrchid response silencer_PurchaseIsOrchid } Response silencer_PurchaseIsEulScepter { scene "scenes/silencer/silencer_silen_item_04.vcd" nodelay noscene speakonce } Rule silencer_PurchaseIsEulScepter_Rule { criteria Purchase Issilencer IsEulScepter response silencer_PurchaseIsEulScepter } Response silencer_PurchaseIsHeart { scene "scenes/silencer/silencer_silen_item_05.vcd" nodelay noscene speakonce } Rule silencer_PurchaseIsHeart_Rule { criteria Purchase Issilencer IsHeart response silencer_PurchaseIsHeart } Response silencer_PurchaseIsNecronomicon { scene "scenes/silencer/silencer_silen_item_06.vcd" nodelay noscene speakonce } Rule silencer_PurchaseIsNecronomicon_Rule { criteria Purchase Issilencer IsNecronomicon response silencer_PurchaseIsNecronomicon } Response silencer_PurchaseIsAssaultCuirass { scene "scenes/silencer/silencer_silen_item_07.vcd" nodelay noscene speakonce } Rule silencer_PurchaseIsAssaultCuirass_Rule { criteria Purchase Issilencer IsAssaultCuirass response silencer_PurchaseIsAssaultCuirass } Response silencer_PurchaseIsMekansm { scene "scenes/silencer/silencer_silen_item_08.vcd" nodelay noscene speakonce } Rule silencer_PurchaseIsMekansm_Rule { criteria Purchase Issilencer IsMekansm response silencer_PurchaseIsMekansm } Response silencer_Bottling { scene "scenes/silencer/silencer_silen_bottle_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_bottle_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_bottle_03.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_bottle_04.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_bottle_05.vcd" nodelay noscene } Rule silencer_Bottling_Rule { criteria Bottling Issilencer response silencer_Bottling } Response silencer_Immortality { scene "scenes/silencer/silencer_silen_immort_01.vcd" nodelay noscene } Rule silencer_Immortality_Rule { criteria Immortality Issilencer response silencer_Immortality } Response silencer_PowerupIsPowerupHaste { scene "scenes/silencer/silencer_silen_haste_01.vcd" nodelay noscene } Rule silencer_PowerupIsPowerupHaste_Rule { criteria Powerup Issilencer IsPowerupHaste response silencer_PowerupIsPowerupHaste } Response silencer_PowerupIsPowerupHasteChance_25% { scene "scenes/silencer/silencer_silen_haste_02.vcd" nodelay noscene } Rule silencer_PowerupIsPowerupHasteChance_25%_Rule { criteria Powerup Issilencer IsPowerupHaste Chance_25% response silencer_PowerupIsPowerupHasteChance_25% } Response silencer_PowerupIsPowerupDoubleDamage { scene "scenes/silencer/silencer_silen_doubdam_01.vcd" nodelay noscene } Rule silencer_PowerupIsPowerupDoubleDamage_Rule { criteria Powerup Issilencer IsPowerupDoubleDamage response silencer_PowerupIsPowerupDoubleDamage } Response silencer_PowerupIsPowerupDoubleDamageChance_25% { scene "scenes/silencer/silencer_silen_doubdam_02.vcd" nodelay noscene } Rule silencer_PowerupIsPowerupDoubleDamageChance_25%_Rule { criteria Powerup Issilencer IsPowerupDoubleDamage Chance_25% response silencer_PowerupIsPowerupDoubleDamageChance_25% } Response silencer_PowerupIsPowerupRegeneration { scene "scenes/silencer/silencer_silen_regen_01.vcd" nodelay noscene } Rule silencer_PowerupIsPowerupRegeneration_Rule { criteria Powerup Issilencer IsPowerupRegeneration response silencer_PowerupIsPowerupRegeneration } Response silencer_PowerupIsPowerupBounty { scene "scenes/silencer/silencer_silen_lasthit_07.vcd" nodelay noscene respeakdelay 300 } Rule silencer_PowerupIsPowerupBounty_Rule { criteria Powerup Issilencer IsPowerupBounty response silencer_PowerupIsPowerupBounty } Response silencer_PowerupIsPowerupIllusion { scene "scenes/silencer/silencer_silen_illus_01.vcd" nodelay noscene } Rule silencer_PowerupIsPowerupIllusion_Rule { criteria Powerup Issilencer IsPowerupIllusion response silencer_PowerupIsPowerupIllusion } Response silencer_PowerupIsPowerupInvisibility { scene "scenes/silencer/silencer_silen_invis_01.vcd" nodelay noscene } Rule silencer_PowerupIsPowerupInvisibility_Rule { criteria Powerup Issilencer IsPowerupInvisibility response silencer_PowerupIsPowerupInvisibility } Response silencer_PowerupIsPowerupArcane { scene "scenes/silencer/silencer_silen_ability_silence_03.vcd" nodelay noscene respeakdelay 300 } Rule silencer_PowerupIsPowerupArcane_Rule { criteria Powerup Issilencer IsPowerupArcane response silencer_PowerupIsPowerupArcane } Response silencer_Thanks { scene "scenes/silencer/silencer_silen_thanks_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_thanks_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_thanks_03.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_thanks_04.vcd" nodelay noscene } Rule silencer_Thanks_Rule { criteria Thanks Issilencer response silencer_Thanks } Response silencer_PainChance_25% { scene "scenes/silencer/silencer_silen_underattack_01.vcd" nodelay noscene respeakdelay 120 } Rule silencer_PainChance_25%_Rule { criteria Pain Issilencer Chance_25% response silencer_PainChance_25% } Response silencer_Pain { scene "scenes/silencer/silencer_silen_pain_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_pain_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_pain_03.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_pain_04.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_pain_05.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_pain_06.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_pain_07.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_pain_08.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_pain_09.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_pain_10.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_pain_11.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_pain_12.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_pain_13.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_pain_14.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_pain_15.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_pain_16.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_pain_17.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_pain_18.vcd" nodelay noscene } Rule silencer_Pain_Rule { criteria Pain Issilencer response silencer_Pain } Response silencer_InTheBag { scene "scenes/silencer/silencer_silen_inthebag_01.vcd" nodelay noscene } Rule silencer_InTheBag_Rule { criteria InTheBag Issilencer response silencer_InTheBag } Response silencer_CooldownLittleNag { scene "scenes/silencer/silencer_silen_notyet_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_notyet_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_notyet_03.vcd" nodelay noscene } Rule silencer_CooldownLittleNag_Rule { criteria Cooldown Issilencer LittleNag response silencer_CooldownLittleNag } Response silencer_CooldownMediumNag { scene "scenes/silencer/silencer_silen_notyet_04.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_notyet_05.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_notyet_06.vcd" nodelay noscene } Rule silencer_CooldownMediumNag_Rule { criteria Cooldown Issilencer MediumNag response silencer_CooldownMediumNag } Response silencer_CooldownSuperNag { scene "scenes/silencer/silencer_silen_notyet_07.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_notyet_08.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_notyet_09.vcd" nodelay noscene } Rule silencer_CooldownSuperNag_Rule { criteria Cooldown Issilencer SuperNag response silencer_CooldownSuperNag } Response silencer_NoManaLittleNag { scene "scenes/silencer/silencer_silen_nomana_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_nomana_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_nomana_03.vcd" nodelay noscene } Rule silencer_NoManaLittleNag_Rule { criteria NoMana Issilencer LittleNag response silencer_NoManaLittleNag } Response silencer_NoManaMediumNag { scene "scenes/silencer/silencer_silen_nomana_04.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_nomana_05.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_nomana_06.vcd" nodelay noscene } Rule silencer_NoManaMediumNag_Rule { criteria NoMana Issilencer MediumNag response silencer_NoManaMediumNag } Response silencer_NoManaSuperNag { scene "scenes/silencer/silencer_silen_nomana_07.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_nomana_08.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_nomana_09.vcd" nodelay noscene } Rule silencer_NoManaSuperNag_Rule { criteria NoMana Issilencer SuperNag response silencer_NoManaSuperNag } Response silencer_Defeat { scene "scenes/silencer/silencer_silen_lose_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_lose_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_lose_03.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_lose_04.vcd" nodelay noscene } Rule silencer_Defeat_Rule { criteria Defeat Issilencer response silencer_Defeat } Response silencer_Victory { scene "scenes/silencer/silencer_silen_win_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_win_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_win_03.vcd" nodelay noscene } Rule silencer_Victory_Rule { criteria Victory Issilencer response silencer_Victory } Response silencer_ItemDropIsCommonDrop { scene "scenes/silencer/silencer_silen_happy_01.vcd" nodelay noscene } Rule silencer_ItemDropIsCommonDrop_Rule { criteria ItemDrop Issilencer IsCommonDrop response silencer_ItemDropIsCommonDrop } Response silencer_ItemDropIsRareDrop { scene "scenes/silencer/silencer_silen_happy_02.vcd" nodelay noscene } Rule silencer_ItemDropIsRareDrop_Rule { criteria ItemDrop Issilencer IsRareDrop response silencer_ItemDropIsRareDrop } Response silencer_ItemDropIsUltraRareDrop { scene "scenes/silencer/silencer_silen_happy_09.vcd" nodelay noscene } Rule silencer_ItemDropIsUltraRareDrop_Rule { criteria ItemDrop Issilencer IsUltraRareDrop response silencer_ItemDropIsUltraRareDrop } Response silencer_EmoteIsEmoteLaugh { scene "scenes/silencer/silencer_silen_laugh_01.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_02.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_03.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_04.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_05.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_06.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_07.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_08.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_09.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_10.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_11.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_12.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_13.vcd" nodelay noscene scene "scenes/silencer/silencer_silen_laugh_14.vcd" nodelay noscene } Rule silencer_EmoteIsEmoteLaugh_Rule { criteria Emote Issilencer IsEmoteLaugh response silencer_EmoteIsEmoteLaugh }