criterion "Isspirit_breaker" "classname" "npc_dota_hero_spirit_breaker" weight 5 required criterion "IsEnemyspirit_breaker" "targetclassname" "npc_dota_hero_spirit_breaker" weight 5 required criterion "IsAllyspirit_breaker" "nearby_ally" "npc_dota_hero_spirit_breaker" weight 5 required criterion "IsSpiritBreakerCharge" "abilityname" "spirit_breaker_charge_of_darkness" weight 5 required criterion "IsSpiritBreakerBulldoze" "abilityname" "spirit_breaker_bulldoze" weight 5 required criterion "IsSpiritBreakerLoadoutSpawn" "special_spawn" "spirit_breaker_loadout_spawn" weight 5 required Response spirit_breaker_Spawn { scene "scenes/spirit_breaker/spirit_breaker_spir_spawn_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_spawn_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_spawn_03.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_spawn_04.vcd" nodelay noscene } Rule spirit_breaker_Spawn_Rule { criteria Spawn Isspirit_breaker response spirit_breaker_Spawn } Response spirit_breaker_CustomIsGameStart { scene "scenes/spirit_breaker/spirit_breaker_spir_battlebegins_01.vcd" nodelay noscene } Rule spirit_breaker_CustomIsGameStart_Rule { criteria Custom Isspirit_breaker IsGameStart response spirit_breaker_CustomIsGameStart } Response spirit_breaker_CustomIsSpiritBreakerLoadoutSpawn { scene "scenes/spirit_breaker/spirit_breaker_spir_spawn_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_spawn_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_spawn_03.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_spawn_04.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_battlebegins_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_ability_charge_07.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_ability_charge_10.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_ability_charge_14.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_ability_charge_15.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_ability_charge_16.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_ability_charge_19.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_19.vcd" nodelay noscene } Rule spirit_breaker_CustomIsSpiritBreakerLoadoutSpawn_Rule { criteria Custom Isspirit_breaker IsSpiritBreakerLoadoutSpawn response spirit_breaker_CustomIsSpiritBreakerLoadoutSpawn } Response spirit_breaker_KillIsFirstBlood { scene "scenes/spirit_breaker/spirit_breaker_spir_firstblood_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_firstblood_02.vcd" nodelay noscene } Rule spirit_breaker_KillIsFirstBlood_Rule { criteria Kill Isspirit_breaker IsFirstBlood response spirit_breaker_KillIsFirstBlood } Response spirit_breaker_Kill { scene "scenes/spirit_breaker/spirit_breaker_spir_ability_charge_04.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_ability_charge_07.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_ability_charge_11.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_kill_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_kill_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_kill_03.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_kill_04.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_kill_05.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_kill_06.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_kill_07.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_kill_08.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_kill_09.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_kill_10.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_kill_11.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_kill_12.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_kill_13.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_laugh_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_laugh_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_laugh_03.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_laugh_04.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_laugh_05.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_laugh_06.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_laugh_07.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_laugh_08.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_laugh_09.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_laugh_10.vcd" nodelay noscene } Rule spirit_breaker_Kill_Rule { criteria Kill Isspirit_breaker response spirit_breaker_Kill } Response spirit_breaker_KillIsEnemyLeshracChance_20% { scene "scenes/spirit_breaker/spirit_breaker_spir_rival_05.vcd" nodelay noscene } Rule spirit_breaker_KillIsEnemyLeshracChance_20%_Rule { criteria Kill Isspirit_breaker IsEnemyLeshrac Chance_20% response spirit_breaker_KillIsEnemyLeshracChance_20% } Response spirit_breaker_KillIsEnemySniperChance_20% { scene "scenes/spirit_breaker/spirit_breaker_spir_rival_06.vcd" nodelay noscene } Rule spirit_breaker_KillIsEnemySniperChance_20%_Rule { criteria Kill Isspirit_breaker IsEnemySniper Chance_20% response spirit_breaker_KillIsEnemySniperChance_20% } Response spirit_breaker_KillIsEnemySpectreChance_20% { scene "scenes/spirit_breaker/spirit_breaker_spir_rival_07.vcd" nodelay noscene } Rule spirit_breaker_KillIsEnemySpectreChance_20%_Rule { criteria Kill Isspirit_breaker IsEnemySpectre Chance_20% response spirit_breaker_KillIsEnemySpectreChance_20% } Response spirit_breaker_KillIsEnemyEnchantressChance_20% { scene "scenes/spirit_breaker/spirit_breaker_spir_rival_08.vcd" nodelay noscene } Rule spirit_breaker_KillIsEnemyEnchantressChance_20%_Rule { criteria Kill Isspirit_breaker IsEnemyEnchantress Chance_20% response spirit_breaker_KillIsEnemyEnchantressChance_20% } Response spirit_breaker_KillIsEnemyMagnataurChance_20% { scene "scenes/spirit_breaker/spirit_breaker_spir_rival_09.vcd" nodelay noscene } Rule spirit_breaker_KillIsEnemyMagnataurChance_20%_Rule { criteria Kill Isspirit_breaker IsEnemyMagnataur Chance_20% response spirit_breaker_KillIsEnemyMagnataurChance_20% } Response spirit_breaker_KillIsEnemyStormSpiritChance_20% { scene "scenes/spirit_breaker/spirit_breaker_spir_rival_10.vcd" nodelay noscene } Rule spirit_breaker_KillIsEnemyStormSpiritChance_20%_Rule { criteria Kill Isspirit_breaker IsEnemyStormSpirit Chance_20% response spirit_breaker_KillIsEnemyStormSpiritChance_20% } Response spirit_breaker_Move { scene "scenes/spirit_breaker/spirit_breaker_spir_move_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_03.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_04.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_05.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_06.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_07.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_08.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_09.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_10.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_11.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_12.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_13.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_14.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_15.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_16.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_17.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_18.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_19.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_20.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_23.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_move_24.vcd" nodelay noscene } Rule spirit_breaker_Move_Rule { criteria Move Isspirit_breaker response spirit_breaker_Move } Response spirit_breaker_ItemDropIsUltraRareDrop { scene "scenes/spirit_breaker/spirit_breaker_spir_move_21.vcd" nodelay noscene } Rule spirit_breaker_ItemDropIsUltraRareDrop_Rule { criteria ItemDrop Isspirit_breaker IsUltraRareDrop response spirit_breaker_ItemDropIsUltraRareDrop } Response spirit_breaker_ItemDropIsRareDrop { scene "scenes/spirit_breaker/spirit_breaker_spir_happy_01.vcd" nodelay noscene } Rule spirit_breaker_ItemDropIsRareDrop_Rule { criteria ItemDrop Isspirit_breaker IsRareDrop response spirit_breaker_ItemDropIsRareDrop } Response spirit_breaker_ItemDropIsCommonDrop { scene "scenes/spirit_breaker/spirit_breaker_spir_happy_03.vcd" nodelay noscene } Rule spirit_breaker_ItemDropIsCommonDrop_Rule { criteria ItemDrop Isspirit_breaker IsCommonDrop response spirit_breaker_ItemDropIsCommonDrop } Response spirit_breaker_LevelUp { scene "scenes/spirit_breaker/spirit_breaker_spir_move_26.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_level_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_level_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_level_03.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_level_04.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_level_05.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_level_06.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_level_07.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_level_08.vcd" nodelay noscene } Rule spirit_breaker_LevelUp_Rule { criteria LevelUp Isspirit_breaker response spirit_breaker_LevelUp } Response spirit_breaker_Attack { scene "scenes/spirit_breaker/spirit_breaker_spir_attack_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_attack_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_attack_03.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_attack_04.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_attack_05.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_attack_06.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_attack_07.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_attack_08.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_attack_09.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_attack_10.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_attack_11.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_attack_12.vcd" nodelay noscene } Rule spirit_breaker_Attack_Rule { criteria Attack Isspirit_breaker response spirit_breaker_Attack } Response spirit_breaker_AttackIsEnemyClinkzChance_10% { scene "scenes/spirit_breaker/spirit_breaker_spir_rival_01.vcd" nodelay noscene } Rule spirit_breaker_AttackIsEnemyClinkzChance_10%_Rule { criteria Attack Isspirit_breaker IsEnemyClinkz Chance_10% response spirit_breaker_AttackIsEnemyClinkzChance_10% } Response spirit_breaker_AttackIsEnemyBroodmotherChance_10% { scene "scenes/spirit_breaker/spirit_breaker_spir_rival_02.vcd" nodelay noscene } Rule spirit_breaker_AttackIsEnemyBroodmotherChance_10%_Rule { criteria Attack Isspirit_breaker IsEnemyBroodmother Chance_10% response spirit_breaker_AttackIsEnemyBroodmotherChance_10% } Response spirit_breaker_CastOrder { scene "scenes/spirit_breaker/spirit_breaker_spir_cast_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_cast_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_cast_03.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_cast_04.vcd" nodelay noscene } Rule spirit_breaker_CastOrder_Rule { criteria CastOrder Isspirit_breaker response spirit_breaker_CastOrder } Response spirit_breaker_CastExecuteIsSpiritBreakerChargeChance_10% { scene "scenes/spirit_breaker/spirit_breaker_spir_ability_charge_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_ability_charge_14.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_ability_charge_19.vcd" nodelay noscene } Rule spirit_breaker_CastExecuteIsSpiritBreakerChargeChance_10%_Rule { criteria CastExecute Isspirit_breaker IsSpiritBreakerCharge Chance_10% response spirit_breaker_CastExecuteIsSpiritBreakerChargeChance_10% } Response spirit_breaker_CastExecuteIsSpiritBreakerBulldozeChance_50% { scene "scenes/spirit_breaker/spirit_breaker_spir_ability_charge_03.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_ability_charge_05.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_ability_charge_13.vcd" nodelay noscene } Rule spirit_breaker_CastExecuteIsSpiritBreakerBulldozeChance_50%_Rule { criteria CastExecute Isspirit_breaker IsSpiritBreakerBulldoze Chance_50% response spirit_breaker_CastExecuteIsSpiritBreakerBulldozeChance_50% } Response spirit_breaker_AllyNearIsAllyEarthshakerEarlyGame { scene "scenes/spirit_breaker/spirit_breaker_spir_rival_03.vcd" nodelay noscene speakonce } Rule spirit_breaker_AllyNearIsAllyEarthshakerEarlyGame_Rule { criteria AllyNear Isspirit_breaker IsAllyEarthshaker EarlyGame response spirit_breaker_AllyNearIsAllyEarthshakerEarlyGame } Response spirit_breaker_AllyNearIsAllyLeshracEarlyGame { scene "scenes/spirit_breaker/spirit_breaker_spir_rival_04.vcd" nodelay noscene speakonce } Rule spirit_breaker_AllyNearIsAllyLeshracEarlyGame_Rule { criteria AllyNear Isspirit_breaker IsAllyLeshrac EarlyGame response spirit_breaker_AllyNearIsAllyLeshracEarlyGame } Response spirit_breaker_Death { scene "scenes/spirit_breaker/spirit_breaker_spir_death_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_death_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_death_03.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_death_04.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_death_05.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_death_06.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_death_07.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_death_08.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_death_09.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_death_10.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_death_11.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_death_12.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_death_13.vcd" nodelay noscene } Rule spirit_breaker_Death_Rule { criteria Death Isspirit_breaker response spirit_breaker_Death } Response spirit_breaker_DeathChance_3% { scene "scenes/spirit_breaker/spirit_breaker_spir_death_14.vcd" nodelay noscene } Rule spirit_breaker_DeathChance_3%_Rule { criteria Death Isspirit_breaker Chance_3% response spirit_breaker_DeathChance_3% } Response spirit_breaker_DeathIsReincarnating { scene "scenes/spirit_breaker/spirit_breaker_spir_fastres_01.vcd" nodelay noscene } Rule spirit_breaker_DeathIsReincarnating_Rule { criteria Death Isspirit_breaker IsReincarnating response spirit_breaker_DeathIsReincarnating } Response spirit_breaker_DeathIsReincarnatingChance_5% { scene "scenes/spirit_breaker/spirit_breaker_spir_fastres_02.vcd" nodelay noscene } Rule spirit_breaker_DeathIsReincarnatingChance_5%_Rule { criteria Death Isspirit_breaker IsReincarnating Chance_5% response spirit_breaker_DeathIsReincarnatingChance_5% } Response spirit_breaker_Respawn { scene "scenes/spirit_breaker/spirit_breaker_spir_respawn_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_respawn_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_respawn_03.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_respawn_04.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_respawn_05.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_respawn_06.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_respawn_07.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_respawn_08.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_respawn_09.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_respawn_10.vcd" nodelay noscene } Rule spirit_breaker_Respawn_Rule { criteria Respawn Isspirit_breaker response spirit_breaker_Respawn } Response spirit_breaker_LastHit { scene "scenes/spirit_breaker/spirit_breaker_spir_lasthit_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_lasthit_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_lasthit_03.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_lasthit_04.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_lasthit_05.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_lasthit_06.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_lasthit_07.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_lasthit_08.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_lasthit_09.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_lasthit_10.vcd" nodelay noscene } Rule spirit_breaker_LastHit_Rule { criteria LastHit Isspirit_breaker response spirit_breaker_LastHit } Response spirit_breaker_Deny { scene "scenes/spirit_breaker/spirit_breaker_spir_deny_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_deny_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_deny_03.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_deny_04.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_deny_05.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_deny_06.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_deny_07.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_deny_08.vcd" nodelay noscene } Rule spirit_breaker_Deny_Rule { criteria Deny Isspirit_breaker response spirit_breaker_Deny } Response spirit_breaker_Select { scene "scenes/spirit_breaker/spirit_breaker_spir_rare_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_rare_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_rare_03.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_rare_04.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_rare_05.vcd" nodelay noscene } Rule spirit_breaker_Select_Rule { criteria Select Isspirit_breaker response spirit_breaker_Select } Response spirit_breaker_PurchaseIsExpensiveItem { scene "scenes/spirit_breaker/spirit_breaker_spir_purch_01.vcd" nodelay noscene speakonce scene "scenes/spirit_breaker/spirit_breaker_spir_purch_02.vcd" nodelay noscene speakonce scene "scenes/spirit_breaker/spirit_breaker_spir_purch_03.vcd" nodelay noscene speakonce } Rule spirit_breaker_PurchaseIsExpensiveItem_Rule { criteria Purchase Isspirit_breaker IsExpensiveItem response spirit_breaker_PurchaseIsExpensiveItem } Response spirit_breaker_PurchaseIsUltimateScepter { scene "scenes/spirit_breaker/spirit_breaker_spir_scepter_01.vcd" nodelay noscene speakonce scene "scenes/spirit_breaker/spirit_breaker_spir_scepter_02.vcd" nodelay noscene speakonce } Rule spirit_breaker_PurchaseIsUltimateScepter_Rule { criteria Purchase Isspirit_breaker IsUltimateScepter response spirit_breaker_PurchaseIsUltimateScepter } Response spirit_breaker_PurchaseIsBlinkDagger { scene "scenes/spirit_breaker/spirit_breaker_spir_blink_01.vcd" nodelay noscene speakonce scene "scenes/spirit_breaker/spirit_breaker_spir_blink_02.vcd" nodelay noscene speakonce } Rule spirit_breaker_PurchaseIsBlinkDagger_Rule { criteria Purchase Isspirit_breaker IsBlinkDagger response spirit_breaker_PurchaseIsBlinkDagger } Response spirit_breaker_PurchaseIsMaskOfMadness { scene "scenes/spirit_breaker/spirit_breaker_spir_item_01.vcd" nodelay noscene speakonce } Rule spirit_breaker_PurchaseIsMaskOfMadness_Rule { criteria Purchase Isspirit_breaker IsMaskOfMadness response spirit_breaker_PurchaseIsMaskOfMadness } Response spirit_breaker_PurchaseIsBlackKingBar { scene "scenes/spirit_breaker/spirit_breaker_spir_item_02.vcd" nodelay noscene speakonce } Rule spirit_breaker_PurchaseIsBlackKingBar_Rule { criteria Purchase Isspirit_breaker IsBlackKingBar response spirit_breaker_PurchaseIsBlackKingBar } Response spirit_breaker_PurchaseIsSangeAndYasha { scene "scenes/spirit_breaker/spirit_breaker_spir_item_03.vcd" nodelay noscene speakonce } Rule spirit_breaker_PurchaseIsSangeAndYasha_Rule { criteria Purchase Isspirit_breaker IsSangeAndYasha response spirit_breaker_PurchaseIsSangeAndYasha } Response spirit_breaker_PurchaseIsBasher { scene "scenes/spirit_breaker/spirit_breaker_spir_item_04.vcd" nodelay noscene speakonce } Rule spirit_breaker_PurchaseIsBasher_Rule { criteria Purchase Isspirit_breaker IsBasher response spirit_breaker_PurchaseIsBasher } Response spirit_breaker_PurchaseIsArmlet { scene "scenes/spirit_breaker/spirit_breaker_spir_item_05.vcd" nodelay noscene speakonce } Rule spirit_breaker_PurchaseIsArmlet_Rule { criteria Purchase Isspirit_breaker IsArmlet response spirit_breaker_PurchaseIsArmlet } Response spirit_breaker_PurchaseIsAssaultCuirass { scene "scenes/spirit_breaker/spirit_breaker_spir_item_06.vcd" nodelay noscene speakonce } Rule spirit_breaker_PurchaseIsAssaultCuirass_Rule { criteria Purchase Isspirit_breaker IsAssaultCuirass response spirit_breaker_PurchaseIsAssaultCuirass } Response spirit_breaker_PurchaseIsHeart { scene "scenes/spirit_breaker/spirit_breaker_spir_item_07.vcd" nodelay noscene speakonce } Rule spirit_breaker_PurchaseIsHeart_Rule { criteria Purchase Isspirit_breaker IsHeart response spirit_breaker_PurchaseIsHeart } Response spirit_breaker_PurchaseIsCloak { scene "scenes/spirit_breaker/spirit_breaker_spir_item_08.vcd" nodelay noscene speakonce scene "scenes/spirit_breaker/spirit_breaker_spir_item_09.vcd" nodelay noscene speakonce } Rule spirit_breaker_PurchaseIsCloak_Rule { criteria Purchase Isspirit_breaker IsCloak response spirit_breaker_PurchaseIsCloak } Response spirit_breaker_Bottling { scene "scenes/spirit_breaker/spirit_breaker_spir_bottle_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_bottle_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_bottle_03.vcd" nodelay noscene } Rule spirit_breaker_Bottling_Rule { criteria Bottling Isspirit_breaker response spirit_breaker_Bottling } Response spirit_breaker_Immortality { scene "scenes/spirit_breaker/spirit_breaker_spir_immort_01.vcd" nodelay noscene } Rule spirit_breaker_Immortality_Rule { criteria Immortality Isspirit_breaker response spirit_breaker_Immortality } Response spirit_breaker_PowerupIsPowerupBounty { scene "scenes/spirit_breaker/spirit_breaker_spir_lasthit_02.vcd" nodelay noscene respeakdelay 300 } Rule spirit_breaker_PowerupIsPowerupBounty_Rule { criteria Powerup Isspirit_breaker IsPowerupBounty response spirit_breaker_PowerupIsPowerupBounty } Response spirit_breaker_PowerupIsPowerupHaste { scene "scenes/spirit_breaker/spirit_breaker_spir_haste_01.vcd" nodelay noscene } Rule spirit_breaker_PowerupIsPowerupHaste_Rule { criteria Powerup Isspirit_breaker IsPowerupHaste response spirit_breaker_PowerupIsPowerupHaste } Response spirit_breaker_PowerupIsPowerupHasteChance_5% { scene "scenes/spirit_breaker/spirit_breaker_spir_haste_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_haste_03.vcd" nodelay noscene } Rule spirit_breaker_PowerupIsPowerupHasteChance_5%_Rule { criteria Powerup Isspirit_breaker IsPowerupHaste Chance_5% response spirit_breaker_PowerupIsPowerupHasteChance_5% } Response spirit_breaker_PowerupIsPowerupDoubleDamage { scene "scenes/spirit_breaker/spirit_breaker_spir_doubdam_01.vcd" nodelay noscene } Rule spirit_breaker_PowerupIsPowerupDoubleDamage_Rule { criteria Powerup Isspirit_breaker IsPowerupDoubleDamage response spirit_breaker_PowerupIsPowerupDoubleDamage } Response spirit_breaker_PowerupIsPowerupDoubleDamageChance_5% { scene "scenes/spirit_breaker/spirit_breaker_spir_doubdam_02.vcd" nodelay noscene } Rule spirit_breaker_PowerupIsPowerupDoubleDamageChance_5%_Rule { criteria Powerup Isspirit_breaker IsPowerupDoubleDamage Chance_5% response spirit_breaker_PowerupIsPowerupDoubleDamageChance_5% } Response spirit_breaker_PowerupIsPowerupRegeneration { scene "scenes/spirit_breaker/spirit_breaker_spir_regen_01.vcd" nodelay noscene } Rule spirit_breaker_PowerupIsPowerupRegeneration_Rule { criteria Powerup Isspirit_breaker IsPowerupRegeneration response spirit_breaker_PowerupIsPowerupRegeneration } Response spirit_breaker_PowerupIsPowerupIllusion { scene "scenes/spirit_breaker/spirit_breaker_spir_illus_01.vcd" nodelay noscene } Rule spirit_breaker_PowerupIsPowerupIllusion_Rule { criteria Powerup Isspirit_breaker IsPowerupIllusion response spirit_breaker_PowerupIsPowerupIllusion } Response spirit_breaker_PowerupIsPowerupIllusionChance_25% { scene "scenes/spirit_breaker/spirit_breaker_spir_illus_03.vcd" nodelay noscene } Rule spirit_breaker_PowerupIsPowerupIllusionChance_25%_Rule { criteria Powerup Isspirit_breaker IsPowerupIllusion Chance_25% response spirit_breaker_PowerupIsPowerupIllusionChance_25% } Response spirit_breaker_PowerupIsPowerupInvisibility { scene "scenes/spirit_breaker/spirit_breaker_spir_invis_01.vcd" nodelay noscene } Rule spirit_breaker_PowerupIsPowerupInvisibility_Rule { criteria Powerup Isspirit_breaker IsPowerupInvisibility response spirit_breaker_PowerupIsPowerupInvisibility } Response spirit_breaker_PowerupIsPowerupArcane { scene "scenes/spirit_breaker/spirit_breaker_spir_purch_03.vcd" nodelay noscene respeakdelay 300 } Rule spirit_breaker_PowerupIsPowerupArcane_Rule { criteria Powerup Isspirit_breaker IsPowerupArcane response spirit_breaker_PowerupIsPowerupArcane } Response spirit_breaker_Thanks { scene "scenes/spirit_breaker/spirit_breaker_spir_thanks_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_thanks_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_thanks_03.vcd" nodelay noscene } Rule spirit_breaker_Thanks_Rule { criteria Thanks Isspirit_breaker response spirit_breaker_Thanks } Response spirit_breaker_PainChance_25% { scene "scenes/spirit_breaker/spirit_breaker_spir_underattack_01.vcd" nodelay noscene respeakdelay 120 } Rule spirit_breaker_PainChance_25%_Rule { criteria Pain Isspirit_breaker Chance_25% response spirit_breaker_PainChance_25% } Response spirit_breaker_Pain { scene "scenes/spirit_breaker/spirit_breaker_spir_pain_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_pain_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_pain_03.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_pain_04.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_pain_05.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_pain_06.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_pain_07.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_pain_08.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_pain_09.vcd" nodelay noscene } Rule spirit_breaker_Pain_Rule { criteria Pain Isspirit_breaker response spirit_breaker_Pain } Response spirit_breaker_InTheBag { scene "scenes/spirit_breaker/spirit_breaker_spir_inthebag_01.vcd" nodelay noscene } Rule spirit_breaker_InTheBag_Rule { criteria InTheBag Isspirit_breaker response spirit_breaker_InTheBag } Response spirit_breaker_InTheBagChance_15% { scene "scenes/spirit_breaker/spirit_breaker_spir_inthebag_02.vcd" nodelay noscene } Rule spirit_breaker_InTheBagChance_15%_Rule { criteria InTheBag Isspirit_breaker Chance_15% response spirit_breaker_InTheBagChance_15% } Response spirit_breaker_CooldownLittleNag { scene "scenes/spirit_breaker/spirit_breaker_spir_notyet_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_notyet_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_notyet_03.vcd" nodelay noscene } Rule spirit_breaker_CooldownLittleNag_Rule { criteria Cooldown Isspirit_breaker LittleNag response spirit_breaker_CooldownLittleNag } Response spirit_breaker_CooldownMediumNag { scene "scenes/spirit_breaker/spirit_breaker_spir_notyet_04.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_notyet_05.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_notyet_06.vcd" nodelay noscene } Rule spirit_breaker_CooldownMediumNag_Rule { criteria Cooldown Isspirit_breaker MediumNag response spirit_breaker_CooldownMediumNag } Response spirit_breaker_CooldownSuperNag { scene "scenes/spirit_breaker/spirit_breaker_spir_notyet_07.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_notyet_08.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_notyet_09.vcd" nodelay noscene } Rule spirit_breaker_CooldownSuperNag_Rule { criteria Cooldown Isspirit_breaker SuperNag response spirit_breaker_CooldownSuperNag } Response spirit_breaker_NoManaLittleNag { scene "scenes/spirit_breaker/spirit_breaker_spir_nomana_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_nomana_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_nomana_03.vcd" nodelay noscene } Rule spirit_breaker_NoManaLittleNag_Rule { criteria NoMana Isspirit_breaker LittleNag response spirit_breaker_NoManaLittleNag } Response spirit_breaker_NoManaMediumNag { scene "scenes/spirit_breaker/spirit_breaker_spir_nomana_04.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_nomana_05.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_nomana_06.vcd" nodelay noscene } Rule spirit_breaker_NoManaMediumNag_Rule { criteria NoMana Isspirit_breaker MediumNag response spirit_breaker_NoManaMediumNag } Response spirit_breaker_NoManaSuperNag { scene "scenes/spirit_breaker/spirit_breaker_spir_nomana_07.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_nomana_08.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_nomana_09.vcd" nodelay noscene } Rule spirit_breaker_NoManaSuperNag_Rule { criteria NoMana Isspirit_breaker SuperNag response spirit_breaker_NoManaSuperNag } Response spirit_breaker_Defeat { scene "scenes/spirit_breaker/spirit_breaker_spir_lose_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_lose_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_lose_03.vcd" nodelay noscene } Rule spirit_breaker_Defeat_Rule { criteria Defeat Isspirit_breaker response spirit_breaker_Defeat } Response spirit_breaker_DefeatChance_10% { scene "scenes/spirit_breaker/spirit_breaker_spir_lose_04.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_lose_05.vcd" nodelay noscene } Rule spirit_breaker_DefeatChance_10%_Rule { criteria Defeat Isspirit_breaker Chance_10% response spirit_breaker_DefeatChance_10% } Response spirit_breaker_Victory { scene "scenes/spirit_breaker/spirit_breaker_spir_win_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_win_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_win_03.vcd" nodelay noscene } Rule spirit_breaker_Victory_Rule { criteria Victory Isspirit_breaker response spirit_breaker_Victory } Response spirit_breaker_EmoteIsEmoteLaugh { scene "scenes/spirit_breaker/spirit_breaker_spir_laugh_01.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_laugh_02.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_laugh_03.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_laugh_04.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_laugh_05.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_laugh_06.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_laugh_07.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_laugh_08.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_laugh_09.vcd" nodelay noscene scene "scenes/spirit_breaker/spirit_breaker_spir_laugh_10.vcd" nodelay noscene } Rule spirit_breaker_EmoteIsEmoteLaugh_Rule { criteria Emote Isspirit_breaker IsEmoteLaugh response spirit_breaker_EmoteIsEmoteLaugh }