criterion "Isslardar" "classname" "npc_dota_hero_slardar" weight 5 required criterion "IsEnemyslardar" "targetclassname" "npc_dota_hero_slardar" weight 5 required criterion "IsAllyslardar" "nearby_ally" "npc_dota_hero_slardar" weight 5 required criterion "IsAmpDamage" "IsAmpDamage" "1" weight 5 required criterion "IsSlardarLoadoutSpawn" "special_spawn" "slardar_loadout_spawn" weight 5 required Response slardar_Spawn { scene "scenes/slardar/slardar_slar_spawn_01.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_spawn_03.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_spawn_05.vcd" nodelay noscene } Rule slardar_Spawn_Rule { criteria Spawn Isslardar response slardar_Spawn } Response slardar_CustomIsGameStart { scene "scenes/slardar/slardar_slar_spawn_04.vcd" nodelay noscene } Rule slardar_CustomIsGameStart_Rule { criteria Custom Isslardar IsGameStart response slardar_CustomIsGameStart } Response slardar_CustomIsAmpDamageChance_15% { scene "scenes/slardar/slardar_slar_ability_ampdam_01.vcd" nodelay noscene respeakdelay 30 scene "scenes/slardar/slardar_slar_ability_ampdam_04.vcd" nodelay noscene respeakdelay 30 scene "scenes/slardar/slardar_slar_ability_ampdam_06.vcd" nodelay noscene respeakdelay 30 scene "scenes/slardar/slardar_slar_ability_ampdam_07.vcd" nodelay noscene respeakdelay 30 scene "scenes/slardar/slardar_slar_ability_ampdam_08.vcd" nodelay noscene respeakdelay 30 } Rule slardar_CustomIsAmpDamageChance_15%_Rule { criteria Custom Isslardar IsAmpDamage Chance_15% response slardar_CustomIsAmpDamageChance_15% } Response slardar_CustomIsAmpDamageIsEnemyRikiChance_30% { scene "scenes/slardar/slardar_slar_ability_ampdam_09.vcd" nodelay noscene respeakdelay 30 scene "scenes/slardar/slardar_slar_ability_ampdam_10.vcd" nodelay noscene respeakdelay 30 scene "scenes/slardar/slardar_slar_ability_ampdam_11.vcd" nodelay noscene respeakdelay 30 scene "scenes/slardar/slardar_slar_ability_ampdam_12.vcd" nodelay noscene respeakdelay 30 scene "scenes/slardar/slardar_slar_ability_ampdam_13.vcd" nodelay noscene respeakdelay 30 } Rule slardar_CustomIsAmpDamageIsEnemyRikiChance_30%_Rule { criteria Custom Isslardar IsAmpDamage IsEnemyRiki Chance_30% response slardar_CustomIsAmpDamageIsEnemyRikiChance_30% } Response slardar_CustomIsSlardarLoadoutSpawn { scene "scenes/slardar/slardar_slar_spawn_01.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_spawn_02.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_spawn_03.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_spawn_04.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_spawn_05.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_move_10.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_move_13.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_cast_02.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_attack_07.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_level_04.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_move_15.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_attack_09.vcd" nodelay noscene } Rule slardar_CustomIsSlardarLoadoutSpawn_Rule { criteria Custom Isslardar IsSlardarLoadoutSpawn response slardar_CustomIsSlardarLoadoutSpawn } Response slardar_Move { scene "scenes/slardar/slardar_slar_move_01.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_move_02.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_move_03.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_move_04.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_move_05.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_move_07.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_move_08.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_move_10.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_move_11.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_move_13.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_move_14.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_move_15.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_move_16.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_move_17.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_ability_ampdam_02.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_ability_ampdam_03.vcd" nodelay noscene } Rule slardar_Move_Rule { criteria Move Isslardar response slardar_Move } Response slardar_PowerupIsPowerupHasteChance_25% { scene "scenes/slardar/slardar_slar_move_09.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_haste_02.vcd" nodelay noscene } Rule slardar_PowerupIsPowerupHasteChance_25%_Rule { criteria Powerup Isslardar IsPowerupHaste Chance_25% response slardar_PowerupIsPowerupHasteChance_25% } Response slardar_PowerupIsPowerupHaste { scene "scenes/slardar/slardar_slar_haste_01.vcd" nodelay noscene } Rule slardar_PowerupIsPowerupHaste_Rule { criteria Powerup Isslardar IsPowerupHaste response slardar_PowerupIsPowerupHaste } Response slardar_PowerupIsPowerupDoubleDamage { scene "scenes/slardar/slardar_slar_doubdam_01.vcd" nodelay noscene } Rule slardar_PowerupIsPowerupDoubleDamage_Rule { criteria Powerup Isslardar IsPowerupDoubleDamage response slardar_PowerupIsPowerupDoubleDamage } Response slardar_PowerupIsPowerupDoubleDamageChance_25% { scene "scenes/slardar/slardar_slar_doubdam_02.vcd" nodelay noscene } Rule slardar_PowerupIsPowerupDoubleDamageChance_25%_Rule { criteria Powerup Isslardar IsPowerupDoubleDamage Chance_25% response slardar_PowerupIsPowerupDoubleDamageChance_25% } Response slardar_PowerupIsPowerupRegeneration { scene "scenes/slardar/slardar_slar_regen_01.vcd" nodelay noscene } Rule slardar_PowerupIsPowerupRegeneration_Rule { criteria Powerup Isslardar IsPowerupRegeneration response slardar_PowerupIsPowerupRegeneration } Response slardar_PowerupIsPowerupBounty { scene "scenes/slardar/slardar_slar_lasthit_01.vcd" nodelay noscene respeakdelay 300 } Rule slardar_PowerupIsPowerupBounty_Rule { criteria Powerup Isslardar IsPowerupBounty response slardar_PowerupIsPowerupBounty } Response slardar_PowerupIsPowerupIllusion { scene "scenes/slardar/slardar_slar_illus_01.vcd" nodelay noscene } Rule slardar_PowerupIsPowerupIllusion_Rule { criteria Powerup Isslardar IsPowerupIllusion response slardar_PowerupIsPowerupIllusion } Response slardar_PowerupIsPowerupIllusionChance_25% { scene "scenes/slardar/slardar_slar_illus_02.vcd" nodelay noscene } Rule slardar_PowerupIsPowerupIllusionChance_25%_Rule { criteria Powerup Isslardar IsPowerupIllusion Chance_25% response slardar_PowerupIsPowerupIllusionChance_25% } Response slardar_PowerupIsPowerupInvisibility { scene "scenes/slardar/slardar_slar_invis_01.vcd" nodelay noscene } Rule slardar_PowerupIsPowerupInvisibility_Rule { criteria Powerup Isslardar IsPowerupInvisibility response slardar_PowerupIsPowerupInvisibility } Response slardar_PowerupIsPowerupInvisibilityChance_25% { scene "scenes/slardar/slardar_slar_invis_02.vcd" nodelay noscene } Rule slardar_PowerupIsPowerupInvisibilityChance_25%_Rule { criteria Powerup Isslardar IsPowerupInvisibility Chance_25% response slardar_PowerupIsPowerupInvisibilityChance_25% } Response slardar_PowerupIsPowerupArcane { scene "scenes/slardar/slardar_slar_happy_04.vcd" nodelay noscene respeakdelay 300 } Rule slardar_PowerupIsPowerupArcane_Rule { criteria Powerup Isslardar IsPowerupArcane response slardar_PowerupIsPowerupArcane } Response slardar_Attack { scene "scenes/slardar/slardar_slar_attack_01.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_attack_02.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_attack_03.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_attack_04.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_attack_05.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_attack_06.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_attack_07.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_attack_08.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_attack_09.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_attack_10.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_attack_11.vcd" nodelay noscene } Rule slardar_Attack_Rule { criteria Attack Isslardar response slardar_Attack } Response slardar_CastOrder { scene "scenes/slardar/slardar_slar_cast_01.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_cast_02.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_cast_03.vcd" nodelay noscene } Rule slardar_CastOrder_Rule { criteria CastOrder Isslardar response slardar_CastOrder } Response slardar_Kill { scene "scenes/slardar/slardar_slar_longdistance_02.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_kill_01.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_kill_02.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_kill_03.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_kill_05.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_kill_07.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_kill_08.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_kill_09.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_kill_10.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_laugh_01.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_laugh_02.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_laugh_03.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_laugh_04.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_laugh_06.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_laugh_07.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_laugh_08.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_laugh_09.vcd" nodelay noscene } Rule slardar_Kill_Rule { criteria Kill Isslardar response slardar_Kill } Response slardar_KillIsFirstBlood { scene "scenes/slardar/slardar_slar_firstblood_01.vcd" nodelay noscene } Rule slardar_KillIsFirstBlood_Rule { criteria Kill Isslardar IsFirstBlood response slardar_KillIsFirstBlood } Response slardar_LevelUp { scene "scenes/slardar/slardar_slar_level_01.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_level_03.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_level_05.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_level_06.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_level_07.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_kill_11.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_laugh_11.vcd" nodelay noscene } Rule slardar_LevelUp_Rule { criteria LevelUp Isslardar response slardar_LevelUp } Response slardar_LastHit { scene "scenes/slardar/slardar_slar_lasthit_02.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_lasthit_03.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_lasthit_04.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_lasthit_05.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_lasthit_06.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_lasthit_07.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_lasthit_08.vcd" nodelay noscene } Rule slardar_LastHit_Rule { criteria LastHit Isslardar response slardar_LastHit } Response slardar_Death { scene "scenes/slardar/slardar_slar_death_01.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_death_02.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_death_04.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_death_05.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_death_06.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_death_07.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_death_09.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_death_10.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_death_11.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_death_13.vcd" nodelay noscene } Rule slardar_Death_Rule { criteria Death Isslardar response slardar_Death } Response slardar_DeathIsReincarnating { scene "scenes/slardar/slardar_slar_laugh_05.vcd" nodelay noscene } Rule slardar_DeathIsReincarnating_Rule { criteria Death Isslardar IsReincarnating response slardar_DeathIsReincarnating } Response slardar_Respawn { scene "scenes/slardar/slardar_slar_respawn_01.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_respawn_02.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_respawn_03.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_respawn_04.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_respawn_05.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_respawn_06.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_respawn_07.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_respawn_08.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_respawn_09.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_respawn_10.vcd" nodelay noscene } Rule slardar_Respawn_Rule { criteria Respawn Isslardar response slardar_Respawn } Response slardar_Select { scene "scenes/slardar/slardar_slar_rare_01.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_rare_02.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_rare_03.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_rare_04.vcd" nodelay noscene } Rule slardar_Select_Rule { criteria Select Isslardar response slardar_Select } Response slardar_PurchaseIsExpensiveItem { scene "scenes/slardar/slardar_slar_purch_01.vcd" nodelay noscene speakonce scene "scenes/slardar/slardar_slar_purch_03.vcd" nodelay noscene speakonce } Rule slardar_PurchaseIsExpensiveItem_Rule { criteria Purchase Isslardar IsExpensiveItem response slardar_PurchaseIsExpensiveItem } Response slardar_PurchaseIsCraniumBasher { scene "scenes/slardar/slardar_slar_purch_basher_01.vcd" nodelay noscene speakonce } Rule slardar_PurchaseIsCraniumBasher_Rule { criteria Purchase Isslardar IsCraniumBasher response slardar_PurchaseIsCraniumBasher } Response slardar_PurchaseIsBlinkDagger { scene "scenes/slardar/slardar_slar_blink_01.vcd" nodelay noscene speakonce scene "scenes/slardar/slardar_slar_blink_02.vcd" nodelay noscene speakonce scene "scenes/slardar/slardar_slar_blink_03.vcd" nodelay noscene speakonce } Rule slardar_PurchaseIsBlinkDagger_Rule { criteria Purchase Isslardar IsBlinkDagger response slardar_PurchaseIsBlinkDagger } Response slardar_PurchaseIsUltimateScepter { scene "scenes/slardar/slardar_slar_scepter_01.vcd" nodelay noscene speakonce scene "scenes/slardar/slardar_slar_scepter_02.vcd" nodelay noscene speakonce } Rule slardar_PurchaseIsUltimateScepter_Rule { criteria Purchase Isslardar IsUltimateScepter response slardar_PurchaseIsUltimateScepter } Response slardar_PurchaseIsDivineRapier { scene "scenes/slardar/slardar_slar_divine_01.vcd" nodelay noscene speakonce } Rule slardar_PurchaseIsDivineRapier_Rule { criteria Purchase Isslardar IsDivineRapier response slardar_PurchaseIsDivineRapier } Response slardar_PurchaseIsArmlet { scene "scenes/slardar/slardar_slar_armlet_01.vcd" nodelay noscene speakonce scene "scenes/slardar/slardar_slar_armlet_03.vcd" nodelay noscene speakonce } Rule slardar_PurchaseIsArmlet_Rule { criteria Purchase Isslardar IsArmlet response slardar_PurchaseIsArmlet } Response slardar_Bottling { scene "scenes/slardar/slardar_slar_bottle_02.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_bottle_03.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_bottle_04.vcd" nodelay noscene } Rule slardar_Bottling_Rule { criteria Bottling Isslardar response slardar_Bottling } Response slardar_Deny { scene "scenes/slardar/slardar_slar_deny_01.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_deny_02.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_deny_03.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_deny_04.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_deny_05.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_deny_06.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_deny_07.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_deny_08.vcd" nodelay noscene } Rule slardar_Deny_Rule { criteria Deny Isslardar response slardar_Deny } Response slardar_Defeat { scene "scenes/slardar/slardar_slar_lose_01.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_lose_02.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_lose_03.vcd" nodelay noscene } Rule slardar_Defeat_Rule { criteria Defeat Isslardar response slardar_Defeat } Response slardar_Victory { scene "scenes/slardar/slardar_slar_win_01.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_win_03.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_win_05.vcd" nodelay noscene } Rule slardar_Victory_Rule { criteria Victory Isslardar response slardar_Victory } Response slardar_Immortality { scene "scenes/slardar/slardar_slar_immort_01.vcd" nodelay noscene } Rule slardar_Immortality_Rule { criteria Immortality Isslardar response slardar_Immortality } Response slardar_ImmortalityChance_25% { scene "scenes/slardar/slardar_slar_immort_02.vcd" nodelay noscene } Rule slardar_ImmortalityChance_25%_Rule { criteria Immortality Isslardar Chance_25% response slardar_ImmortalityChance_25% } Response slardar_CooldownLittleNag { scene "scenes/slardar/slardar_slar_notyet_01.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_notyet_02.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_notyet_03.vcd" nodelay noscene } Rule slardar_CooldownLittleNag_Rule { criteria Cooldown Isslardar LittleNag response slardar_CooldownLittleNag } Response slardar_CooldownMediumNag { scene "scenes/slardar/slardar_slar_notyet_04.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_notyet_05.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_notyet_06.vcd" nodelay noscene } Rule slardar_CooldownMediumNag_Rule { criteria Cooldown Isslardar MediumNag response slardar_CooldownMediumNag } Response slardar_CooldownSuperNag { scene "scenes/slardar/slardar_slar_notyet_07.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_notyet_08.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_notyet_09.vcd" nodelay noscene } Rule slardar_CooldownSuperNag_Rule { criteria Cooldown Isslardar SuperNag response slardar_CooldownSuperNag } Response slardar_NoManaLittleNag { scene "scenes/slardar/slardar_slar_nomana_01.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_nomana_02.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_nomana_03.vcd" nodelay noscene } Rule slardar_NoManaLittleNag_Rule { criteria NoMana Isslardar LittleNag response slardar_NoManaLittleNag } Response slardar_NoManaMediumNag { scene "scenes/slardar/slardar_slar_nomana_04.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_nomana_05.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_nomana_06.vcd" nodelay noscene } Rule slardar_NoManaMediumNag_Rule { criteria NoMana Isslardar MediumNag response slardar_NoManaMediumNag } Response slardar_NoManaSuperNag { scene "scenes/slardar/slardar_slar_nomana_07.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_nomana_08.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_nomana_09.vcd" nodelay noscene } Rule slardar_NoManaSuperNag_Rule { criteria NoMana Isslardar SuperNag response slardar_NoManaSuperNag } Response slardar_Thanks { scene "scenes/slardar/slardar_slar_thanks_01.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_thanks_02.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_thanks_03.vcd" nodelay noscene } Rule slardar_Thanks_Rule { criteria Thanks Isslardar response slardar_Thanks } Response slardar_PainChance_25% { scene "scenes/slardar/slardar_slar_underattack_01.vcd" nodelay noscene respeakdelay 120 } Rule slardar_PainChance_25%_Rule { criteria Pain Isslardar Chance_25% response slardar_PainChance_25% } Response slardar_Pain { scene "scenes/slardar/slardar_slar_pain_01.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_pain_02.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_pain_03.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_pain_04.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_pain_06.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_pain_07.vcd" nodelay noscene } Rule slardar_Pain_Rule { criteria Pain Isslardar response slardar_Pain } Response slardar_InTheBag { scene "scenes/slardar/slardar_slar_inthebag_01.vcd" nodelay noscene } Rule slardar_InTheBag_Rule { criteria InTheBag Isslardar response slardar_InTheBag } Response slardar_ItemDropIsRareDrop { scene "scenes/slardar/slardar_slar_happy_01.vcd" nodelay noscene } Rule slardar_ItemDropIsRareDrop_Rule { criteria ItemDrop Isslardar IsRareDrop response slardar_ItemDropIsRareDrop } Response slardar_ItemDropIsCommonDrop { scene "scenes/slardar/slardar_slar_happy_04.vcd" nodelay noscene } Rule slardar_ItemDropIsCommonDrop_Rule { criteria ItemDrop Isslardar IsCommonDrop response slardar_ItemDropIsCommonDrop } Response slardar_ItemDropIsUltraRareDrop { scene "scenes/slardar/slardar_slar_laugh_10.vcd" nodelay noscene } Rule slardar_ItemDropIsUltraRareDrop_Rule { criteria ItemDrop Isslardar IsUltraRareDrop response slardar_ItemDropIsUltraRareDrop } Response slardar_EmoteIsEmoteLaugh { scene "scenes/slardar/slardar_slar_laugh_01.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_laugh_02.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_laugh_03.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_laugh_04.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_laugh_05.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_laugh_06.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_laugh_07.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_laugh_08.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_laugh_09.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_laugh_10.vcd" nodelay noscene scene "scenes/slardar/slardar_slar_laugh_11.vcd" nodelay noscene } Rule slardar_EmoteIsEmoteLaugh_Rule { criteria Emote Isslardar IsEmoteLaugh response slardar_EmoteIsEmoteLaugh }