criterion "Istreant" "classname" "npc_dota_hero_treant" weight 5 required criterion "IsEnemytreant" "targetclassname" "npc_dota_hero_treant" weight 5 required criterion "IsAllytreant" "nearby_ally" "npc_dota_hero_treant" weight 5 required criterion "IsTreantTango" "abilityname" "item_tango" weight 5 required criterion "IsTreantNaturesGuise" "abilityname" "treant_natures_guise" weight 5 required criterion "IsTreantLeechSeed" "abilityname" "treant_leech_seed" weight 5 required criterion "IsTreantOvergrowth" "abilityname" "treant_overgrowth" weight 5 required criterion "IsTreantArmor" "abilityname" "treant_living_armor" weight 5 required criterion "IsTreantIronBranch" "abilityname" "item_branches" weight 5 required criterion "IsTreantLoadoutSpawn" "special_spawn" "treant_loadout_spawn" weight 5 required Response treant_Spawn { scene "scenes/treant/treant_treant_spawn_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_spawn_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_spawn_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_spawn_04.vcd" nodelay noscene scene "scenes/treant/treant_treant_spawn_05.vcd" nodelay noscene scene "scenes/treant/treant_treant_spawn_06.vcd" nodelay noscene } Rule treant_Spawn_Rule { criteria Spawn Istreant response treant_Spawn } Response treant_CustomIsGameStart { scene "scenes/treant/treant_treant_battlebegins_01.vcd" nodelay noscene } Rule treant_CustomIsGameStart_Rule { criteria Custom Istreant IsGameStart response treant_CustomIsGameStart } Response treant_CustomIsTreantLoadoutSpawn { scene "scenes/treant/treant_treant_spawn_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_spawn_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_spawn_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_spawn_04.vcd" nodelay noscene scene "scenes/treant/treant_treant_spawn_05.vcd" nodelay noscene scene "scenes/treant/treant_treant_spawn_06.vcd" nodelay noscene scene "scenes/treant/treant_treant_battlebegins_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_attack_06.vcd" nodelay noscene scene "scenes/treant/treant_treant_attack_12.vcd" nodelay noscene scene "scenes/treant/treant_treant_cast_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_attack_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_ability_leechseed_03.vcd" nodelay noscene } Rule treant_CustomIsTreantLoadoutSpawn_Rule { criteria Custom Istreant IsTreantLoadoutSpawn response treant_CustomIsTreantLoadoutSpawn } Response treant_KillIsFirstBlood { scene "scenes/treant/treant_treant_firstblood_01.vcd" nodelay noscene } Rule treant_KillIsFirstBlood_Rule { criteria Kill Istreant IsFirstBlood response treant_KillIsFirstBlood } Response treant_KillIsEnemySilencerChance_15% { scene "scenes/treant/treant_treant_ability_naturesguise_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_ability_naturesguise_04.vcd" nodelay noscene } Rule treant_KillIsEnemySilencerChance_15%_Rule { criteria Kill Istreant IsEnemySilencer Chance_15% response treant_KillIsEnemySilencerChance_15% } Response treant_Kill { scene "scenes/treant/treant_treant_ability_leechseed_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_kill_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_kill_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_kill_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_kill_04.vcd" nodelay noscene scene "scenes/treant/treant_treant_kill_05.vcd" nodelay noscene scene "scenes/treant/treant_treant_kill_06.vcd" nodelay noscene scene "scenes/treant/treant_treant_kill_07.vcd" nodelay noscene scene "scenes/treant/treant_treant_kill_08.vcd" nodelay noscene scene "scenes/treant/treant_treant_kill_09.vcd" nodelay noscene scene "scenes/treant/treant_treant_kill_10.vcd" nodelay noscene scene "scenes/treant/treant_treant_kill_11.vcd" nodelay noscene scene "scenes/treant/treant_treant_kill_12.vcd" nodelay noscene scene "scenes/treant/treant_treant_kill_13.vcd" nodelay noscene scene "scenes/treant/treant_treant_kill_14.vcd" nodelay noscene scene "scenes/treant/treant_treant_kill_15.vcd" nodelay noscene scene "scenes/treant/treant_treant_laugh_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_laugh_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_laugh_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_laugh_04.vcd" nodelay noscene scene "scenes/treant/treant_treant_laugh_05.vcd" nodelay noscene scene "scenes/treant/treant_treant_laugh_06.vcd" nodelay noscene scene "scenes/treant/treant_treant_laugh_07.vcd" nodelay noscene scene "scenes/treant/treant_treant_laugh_08.vcd" nodelay noscene scene "scenes/treant/treant_treant_laugh_09.vcd" nodelay noscene } Rule treant_Kill_Rule { criteria Kill Istreant response treant_Kill } Response treant_KillIsEnemyPugnaChance_50% { scene "scenes/treant/treant_treant_rival_01.vcd" nodelay noscene } Rule treant_KillIsEnemyPugnaChance_50%_Rule { criteria Kill Istreant IsEnemyPugna Chance_50% response treant_KillIsEnemyPugnaChance_50% } Response treant_KillIsEnemyFurionChance_50% { scene "scenes/treant/treant_treant_rival_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_rival_03.vcd" nodelay noscene } Rule treant_KillIsEnemyFurionChance_50%_Rule { criteria Kill Istreant IsEnemyFurion Chance_50% response treant_KillIsEnemyFurionChance_50% } Response treant_KillIsEnemyAxeChance_50% { scene "scenes/treant/treant_treant_rival_04.vcd" nodelay noscene } Rule treant_KillIsEnemyAxeChance_50%_Rule { criteria Kill Istreant IsEnemyAxe Chance_50% response treant_KillIsEnemyAxeChance_50% } Response treant_KillIsEnemyEmber_SpiritChance_50% { scene "scenes/treant/treant_treant_rival_05.vcd" nodelay noscene } Rule treant_KillIsEnemyEmber_SpiritChance_50%_Rule { criteria Kill Istreant IsEnemyEmber_Spirit Chance_50% response treant_KillIsEnemyEmber_SpiritChance_50% } Response treant_KillIsEnemyBatriderChance_50% { scene "scenes/treant/treant_treant_rival_06.vcd" nodelay noscene } Rule treant_KillIsEnemyBatriderChance_50%_Rule { criteria Kill Istreant IsEnemyBatrider Chance_50% response treant_KillIsEnemyBatriderChance_50% } Response treant_KillIsEnemyJakiroChance_50% { scene "scenes/treant/treant_treant_rival_07.vcd" nodelay noscene } Rule treant_KillIsEnemyJakiroChance_50%_Rule { criteria Kill Istreant IsEnemyJakiro Chance_50% response treant_KillIsEnemyJakiroChance_50% } Response treant_KillIsEnemyDoom_BringerChance_50% { scene "scenes/treant/treant_treant_rival_08.vcd" nodelay noscene } Rule treant_KillIsEnemyDoom_BringerChance_50%_Rule { criteria Kill Istreant IsEnemyDoom_Bringer Chance_50% response treant_KillIsEnemyDoom_BringerChance_50% } Response treant_KillIsEnemyBounty_HunterChance_50% { scene "scenes/treant/treant_treant_rival_09.vcd" nodelay noscene } Rule treant_KillIsEnemyBounty_HunterChance_50%_Rule { criteria Kill Istreant IsEnemyBounty_Hunter Chance_50% response treant_KillIsEnemyBounty_HunterChance_50% } Response treant_KillIsEnemyLycanChance_50% { scene "scenes/treant/treant_treant_rival_10.vcd" nodelay noscene scene "scenes/treant/treant_treant_rival_19.vcd" nodelay noscene } Rule treant_KillIsEnemyLycanChance_50%_Rule { criteria Kill Istreant IsEnemyLycan Chance_50% response treant_KillIsEnemyLycanChance_50% } Response treant_KillIsEnemyOgre_MagiChance_50% { scene "scenes/treant/treant_treant_rival_11.vcd" nodelay noscene } Rule treant_KillIsEnemyOgre_MagiChance_50%_Rule { criteria Kill Istreant IsEnemyOgre_Magi Chance_50% response treant_KillIsEnemyOgre_MagiChance_50% } Response treant_KillIsEnemyBeastmasterChance_50% { scene "scenes/treant/treant_treant_rival_12.vcd" nodelay noscene } Rule treant_KillIsEnemyBeastmasterChance_50%_Rule { criteria Kill Istreant IsEnemyBeastmaster Chance_50% response treant_KillIsEnemyBeastmasterChance_50% } Response treant_KillIsEnemyTinyChance_50% { scene "scenes/treant/treant_treant_rival_13.vcd" nodelay noscene } Rule treant_KillIsEnemyTinyChance_50%_Rule { criteria Kill Istreant IsEnemyTiny Chance_50% response treant_KillIsEnemyTinyChance_50% } Response treant_KillIsEnemyGyrocopterChance_15% { scene "scenes/treant/treant_treant_rival_14.vcd" nodelay noscene } Rule treant_KillIsEnemyGyrocopterChance_15%_Rule { criteria Kill Istreant IsEnemyGyrocopter Chance_15% response treant_KillIsEnemyGyrocopterChance_15% } Response treant_KillIsEnemyShredderChance_15% { scene "scenes/treant/treant_treant_rival_14.vcd" nodelay noscene } Rule treant_KillIsEnemyShredderChance_15%_Rule { criteria Kill Istreant IsEnemyShredder Chance_15% response treant_KillIsEnemyShredderChance_15% } Response treant_KillIsEnemyShredderChance_1% { scene "scenes/treant/treant_treant_rival_15.vcd" nodelay noscene } Rule treant_KillIsEnemyShredderChance_1%_Rule { criteria Kill Istreant IsEnemyShredder Chance_1% response treant_KillIsEnemyShredderChance_1% } Response treant_KillIsEnemyShredderChance_40% { scene "scenes/treant/treant_treant_rival_16.vcd" nodelay noscene scene "scenes/treant/treant_treant_rival_17.vcd" nodelay noscene } Rule treant_KillIsEnemyShredderChance_40%_Rule { criteria Kill Istreant IsEnemyShredder Chance_40% response treant_KillIsEnemyShredderChance_40% } Response treant_KillIsEnemyLinaChance_50% { scene "scenes/treant/treant_treant_rival_18.vcd" nodelay noscene } Rule treant_KillIsEnemyLinaChance_50%_Rule { criteria Kill Istreant IsEnemyLina Chance_50% response treant_KillIsEnemyLinaChance_50% } Response treant_Move { scene "scenes/treant/treant_treant_move_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_04.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_05.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_06.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_07.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_08.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_09.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_10.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_11.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_12.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_13.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_14.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_15.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_16.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_17.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_18.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_19.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_20.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_21.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_22.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_23.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_24.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_25.vcd" nodelay noscene scene "scenes/treant/treant_treant_move_26.vcd" nodelay noscene } Rule treant_Move_Rule { criteria Move Istreant response treant_Move } Response treant_Attack { scene "scenes/treant/treant_treant_attack_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_attack_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_attack_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_attack_05.vcd" nodelay noscene scene "scenes/treant/treant_treant_attack_06.vcd" nodelay noscene scene "scenes/treant/treant_treant_attack_07.vcd" nodelay noscene scene "scenes/treant/treant_treant_attack_08.vcd" nodelay noscene scene "scenes/treant/treant_treant_attack_09.vcd" nodelay noscene scene "scenes/treant/treant_treant_attack_10.vcd" nodelay noscene scene "scenes/treant/treant_treant_attack_11.vcd" nodelay noscene scene "scenes/treant/treant_treant_attack_12.vcd" nodelay noscene scene "scenes/treant/treant_treant_cast_03.vcd" nodelay noscene } Rule treant_Attack_Rule { criteria Attack Istreant response treant_Attack } Response treant_CastExecuteIsTreantArmorChance_50% { scene "scenes/treant/treant_treant_attack_04.vcd" nodelay noscene scene "scenes/treant/treant_treant_ability_livingarmor_01.vcd" nodelay noscene } Rule treant_CastExecuteIsTreantArmorChance_50%_Rule { criteria CastExecute Istreant IsTreantArmor Chance_50% response treant_CastExecuteIsTreantArmorChance_50% } Response treant_CastExecuteIsTreantNaturesGuiseChance_75% { scene "scenes/treant/treant_treant_ability_naturesguise_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_ability_naturesguise_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_ability_naturesguise_05.vcd" nodelay noscene scene "scenes/treant/treant_treant_ability_naturesguise_07.vcd" nodelay noscene } Rule treant_CastExecuteIsTreantNaturesGuiseChance_75%_Rule { criteria CastExecute Istreant IsTreantNaturesGuise Chance_75% response treant_CastExecuteIsTreantNaturesGuiseChance_75% } Response treant_CastExecuteIsTreantLeechSeedChance_50% { scene "scenes/treant/treant_treant_ability_leechseed_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_ability_leechseed_04.vcd" nodelay noscene scene "scenes/treant/treant_treant_ability_leechseed_05.vcd" nodelay noscene scene "scenes/treant/treant_treant_ability_leechseed_06.vcd" nodelay noscene } Rule treant_CastExecuteIsTreantLeechSeedChance_50%_Rule { criteria CastExecute Istreant IsTreantLeechSeed Chance_50% response treant_CastExecuteIsTreantLeechSeedChance_50% } Response treant_CastExecuteIsTreantTangoIsTreantChance_25% { scene "scenes/treant/treant_treant_tango_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_tango_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_tango_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_tango_04.vcd" nodelay noscene } Rule treant_CastExecuteIsTreantTangoIsTreantChance_25%_Rule { criteria CastExecute Istreant IsTreantTango IsTreant Chance_25% response treant_CastExecuteIsTreantTangoIsTreantChance_25% } Response treant_CastExecuteIsTreantIronBranchChance_25% { scene "scenes/treant/treant_treant_happy_08.vcd" nodelay noscene scene "scenes/treant/treant_treant_happy_09.vcd" nodelay noscene scene "scenes/treant/treant_treant_happy_12.vcd" nodelay noscene scene "scenes/treant/treant_treant_happy_13.vcd" nodelay noscene } Rule treant_CastExecuteIsTreantIronBranchChance_25%_Rule { criteria CastExecute Istreant IsTreantIronBranch Chance_25% response treant_CastExecuteIsTreantIronBranchChance_25% } Response treant_CastOrder { scene "scenes/treant/treant_treant_cast_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_cast_02.vcd" nodelay noscene } Rule treant_CastOrder_Rule { criteria CastOrder Istreant response treant_CastOrder } Response treant_Respawn { scene "scenes/treant/treant_treant_ability_naturesguise_08.vcd" nodelay noscene scene "scenes/treant/treant_treant_ability_naturesguise_10.vcd" nodelay noscene scene "scenes/treant/treant_treant_respawn_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_respawn_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_respawn_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_respawn_04.vcd" nodelay noscene scene "scenes/treant/treant_treant_respawn_05.vcd" nodelay noscene scene "scenes/treant/treant_treant_respawn_06.vcd" nodelay noscene scene "scenes/treant/treant_treant_respawn_07.vcd" nodelay noscene scene "scenes/treant/treant_treant_respawn_08.vcd" nodelay noscene scene "scenes/treant/treant_treant_respawn_09.vcd" nodelay noscene scene "scenes/treant/treant_treant_respawn_10.vcd" nodelay noscene scene "scenes/treant/treant_treant_respawn_11.vcd" nodelay noscene scene "scenes/treant/treant_treant_respawn_12.vcd" nodelay noscene scene "scenes/treant/treant_treant_respawn_13.vcd" nodelay noscene scene "scenes/treant/treant_treant_respawn_14.vcd" nodelay noscene scene "scenes/treant/treant_treant_respawn_15.vcd" nodelay noscene } Rule treant_Respawn_Rule { criteria Respawn Istreant response treant_Respawn } Response treant_LevelUp { scene "scenes/treant/treant_treant_ability_livingarmor_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_ability_livingarmor_04.vcd" nodelay noscene scene "scenes/treant/treant_treant_levelup_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_levelup_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_levelup_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_levelup_04.vcd" nodelay noscene scene "scenes/treant/treant_treant_levelup_05.vcd" nodelay noscene scene "scenes/treant/treant_treant_levelup_06.vcd" nodelay noscene scene "scenes/treant/treant_treant_levelup_07.vcd" nodelay noscene scene "scenes/treant/treant_treant_levelup_08.vcd" nodelay noscene scene "scenes/treant/treant_treant_levelup_09.vcd" nodelay noscene scene "scenes/treant/treant_treant_levelup_10.vcd" nodelay noscene scene "scenes/treant/treant_treant_levelup_11.vcd" nodelay noscene scene "scenes/treant/treant_treant_levelup_12.vcd" nodelay noscene scene "scenes/treant/treant_treant_levelup_13.vcd" nodelay noscene } Rule treant_LevelUp_Rule { criteria LevelUp Istreant response treant_LevelUp } Response treant_ItemDropIsRareDrop { scene "scenes/treant/treant_treant_ability_overgrowth_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_drop_medium.vcd" nodelay noscene } Rule treant_ItemDropIsRareDrop_Rule { criteria ItemDrop Istreant IsRareDrop response treant_ItemDropIsRareDrop } Response treant_ItemDropIsCommonDrop { scene "scenes/treant/treant_treant_drop_common.vcd" nodelay noscene } Rule treant_ItemDropIsCommonDrop_Rule { criteria ItemDrop Istreant IsCommonDrop response treant_ItemDropIsCommonDrop } Response treant_ItemDropIsUltraRareDrop { scene "scenes/treant/treant_treant_drop_rare.vcd" nodelay noscene } Rule treant_ItemDropIsUltraRareDrop_Rule { criteria ItemDrop Istreant IsUltraRareDrop response treant_ItemDropIsUltraRareDrop } Response treant_ItemDropIsUltraRareDropChance_10% { scene "scenes/treant/treant_treant_freakout.vcd" nodelay noscene } Rule treant_ItemDropIsUltraRareDropChance_10%_Rule { criteria ItemDrop Istreant IsUltraRareDrop Chance_10% response treant_ItemDropIsUltraRareDropChance_10% } Response treant_AllyNearIsAllyTidehunterEarlyGame { scene "scenes/treant/treant_treant_ally_01.vcd" nodelay noscene speakonce } Rule treant_AllyNearIsAllyTidehunterEarlyGame_Rule { criteria AllyNear Istreant IsAllyTidehunter EarlyGame response treant_AllyNearIsAllyTidehunterEarlyGame } Response treant_AllyNearIsAllyEarthshakerEarlyGame { scene "scenes/treant/treant_treant_ally_02.vcd" nodelay noscene speakonce } Rule treant_AllyNearIsAllyEarthshakerEarlyGame_Rule { criteria AllyNear Istreant IsAllyEarthshaker EarlyGame response treant_AllyNearIsAllyEarthshakerEarlyGame } Response treant_AllyNearIsAllyVenomancerEarlyGame { scene "scenes/treant/treant_treant_ally_03.vcd" nodelay noscene speakonce } Rule treant_AllyNearIsAllyVenomancerEarlyGame_Rule { criteria AllyNear Istreant IsAllyVenomancer EarlyGame response treant_AllyNearIsAllyVenomancerEarlyGame } Response treant_AllyNearIsAllyJakiroEarlyGame { scene "scenes/treant/treant_treant_ally_04.vcd" nodelay noscene speakonce } Rule treant_AllyNearIsAllyJakiroEarlyGame_Rule { criteria AllyNear Istreant IsAllyJakiro EarlyGame response treant_AllyNearIsAllyJakiroEarlyGame } Response treant_AllyNearIsAllyOgre_MagiEarlyGame { scene "scenes/treant/treant_treant_ally_05.vcd" nodelay noscene speakonce } Rule treant_AllyNearIsAllyOgre_MagiEarlyGame_Rule { criteria AllyNear Istreant IsAllyOgre_Magi EarlyGame response treant_AllyNearIsAllyOgre_MagiEarlyGame } Response treant_AllyNearIsAllyEnchantressEarlyGame { scene "scenes/treant/treant_treant_ally_06.vcd" nodelay noscene speakonce } Rule treant_AllyNearIsAllyEnchantressEarlyGame_Rule { criteria AllyNear Istreant IsAllyEnchantress EarlyGame response treant_AllyNearIsAllyEnchantressEarlyGame } Response treant_AllyNearIsAllyWispEarlyGame { scene "scenes/treant/treant_treant_ally_07.vcd" nodelay noscene speakonce } Rule treant_AllyNearIsAllyWispEarlyGame_Rule { criteria AllyNear Istreant IsAllyWisp EarlyGame response treant_AllyNearIsAllyWispEarlyGame } Response treant_AllyNearIsAllyFurionEarlyGame { scene "scenes/treant/treant_treant_ally_08.vcd" nodelay noscene speakonce } Rule treant_AllyNearIsAllyFurionEarlyGame_Rule { criteria AllyNear Istreant IsAllyFurion EarlyGame response treant_AllyNearIsAllyFurionEarlyGame } Response treant_LastHit { scene "scenes/treant/treant_treant_lasthit_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_lasthit_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_lasthit_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_lasthit_04.vcd" nodelay noscene scene "scenes/treant/treant_treant_lasthit_05.vcd" nodelay noscene scene "scenes/treant/treant_treant_lasthit_06.vcd" nodelay noscene scene "scenes/treant/treant_treant_lasthit_07.vcd" nodelay noscene scene "scenes/treant/treant_treant_lasthit_08.vcd" nodelay noscene scene "scenes/treant/treant_treant_lasthit_09.vcd" nodelay noscene scene "scenes/treant/treant_treant_lasthit_10.vcd" nodelay noscene scene "scenes/treant/treant_treant_lasthit_11.vcd" nodelay noscene scene "scenes/treant/treant_treant_lasthit_12.vcd" nodelay noscene scene "scenes/treant/treant_treant_lasthit_13.vcd" nodelay noscene scene "scenes/treant/treant_treant_lasthit_14.vcd" nodelay noscene } Rule treant_LastHit_Rule { criteria LastHit Istreant response treant_LastHit } Response treant_Death { scene "scenes/treant/treant_treant_death_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_death_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_death_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_death_04.vcd" nodelay noscene scene "scenes/treant/treant_treant_death_05.vcd" nodelay noscene scene "scenes/treant/treant_treant_death_06.vcd" nodelay noscene scene "scenes/treant/treant_treant_death_07.vcd" nodelay noscene scene "scenes/treant/treant_treant_death_08.vcd" nodelay noscene scene "scenes/treant/treant_treant_death_09.vcd" nodelay noscene scene "scenes/treant/treant_treant_death_10.vcd" nodelay noscene scene "scenes/treant/treant_treant_death_11.vcd" nodelay noscene scene "scenes/treant/treant_treant_death_12.vcd" nodelay noscene scene "scenes/treant/treant_treant_death_13.vcd" nodelay noscene scene "scenes/treant/treant_treant_death_14.vcd" nodelay noscene scene "scenes/treant/treant_treant_death_15.vcd" nodelay noscene scene "scenes/treant/treant_treant_death_16.vcd" nodelay noscene scene "scenes/treant/treant_treant_death_17.vcd" nodelay noscene } Rule treant_Death_Rule { criteria Death Istreant response treant_Death } Response treant_DeathIsReincarnating { scene "scenes/treant/treant_treant_fastres_01.vcd" nodelay noscene } Rule treant_DeathIsReincarnating_Rule { criteria Death Istreant IsReincarnating response treant_DeathIsReincarnating } Response treant_Select { scene "scenes/treant/treant_treant_rare_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_rare_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_rare_03.vcd" nodelay noscene } Rule treant_Select_Rule { criteria Select Istreant response treant_Select } Response treant_PurchaseIsExpensiveItem { scene "scenes/treant/treant_treant_purch_01.vcd" nodelay noscene speakonce scene "scenes/treant/treant_treant_purch_02.vcd" nodelay noscene speakonce scene "scenes/treant/treant_treant_purch_03.vcd" nodelay noscene speakonce scene "scenes/treant/treant_treant_purch_04.vcd" nodelay noscene speakonce } Rule treant_PurchaseIsExpensiveItem_Rule { criteria Purchase Istreant IsExpensiveItem response treant_PurchaseIsExpensiveItem } Response treant_PurchaseIsUltimateScepter { scene "scenes/treant/treant_treant_scepter_01.vcd" nodelay noscene speakonce scene "scenes/treant/treant_treant_scepter_02.vcd" nodelay noscene speakonce } Rule treant_PurchaseIsUltimateScepter_Rule { criteria Purchase Istreant IsUltimateScepter response treant_PurchaseIsUltimateScepter } Response treant_PurchaseIsBlinkDagger { scene "scenes/treant/treant_treant_blink_01.vcd" nodelay noscene speakonce scene "scenes/treant/treant_treant_blink_02.vcd" nodelay noscene speakonce } Rule treant_PurchaseIsBlinkDagger_Rule { criteria Purchase Istreant IsBlinkDagger response treant_PurchaseIsBlinkDagger } Response treant_PurchaseIsHeart { scene "scenes/treant/treant_treant_items_01.vcd" nodelay noscene speakonce } Rule treant_PurchaseIsHeart_Rule { criteria Purchase Istreant IsHeart response treant_PurchaseIsHeart } Response treant_PurchaseIsRadiance { scene "scenes/treant/treant_treant_items_02.vcd" nodelay noscene speakonce } Rule treant_PurchaseIsRadiance_Rule { criteria Purchase Istreant IsRadiance response treant_PurchaseIsRadiance } Response treant_PurchaseIsNecronomicon { scene "scenes/treant/treant_treant_items_03.vcd" nodelay noscene speakonce } Rule treant_PurchaseIsNecronomicon_Rule { criteria Purchase Istreant IsNecronomicon response treant_PurchaseIsNecronomicon } Response treant_PurchaseIsAssaultCuirass { scene "scenes/treant/treant_treant_items_04.vcd" nodelay noscene speakonce } Rule treant_PurchaseIsAssaultCuirass_Rule { criteria Purchase Istreant IsAssaultCuirass response treant_PurchaseIsAssaultCuirass } Response treant_PurchaseIsVanguard { scene "scenes/treant/treant_treant_items_05.vcd" nodelay noscene speakonce } Rule treant_PurchaseIsVanguard_Rule { criteria Purchase Istreant IsVanguard response treant_PurchaseIsVanguard } Response treant_PurchaseIsShiva { scene "scenes/treant/treant_treant_items_06.vcd" nodelay noscene speakonce } Rule treant_PurchaseIsShiva_Rule { criteria Purchase Istreant IsShiva response treant_PurchaseIsShiva } Response treant_PurchaseIsSheepStick { scene "scenes/treant/treant_treant_items_07.vcd" nodelay noscene speakonce } Rule treant_PurchaseIsSheepStick_Rule { criteria Purchase Istreant IsSheepStick response treant_PurchaseIsSheepStick } Response treant_PurchaseIsRefresher { scene "scenes/treant/treant_treant_items_08.vcd" nodelay noscene speakonce } Rule treant_PurchaseIsRefresher_Rule { criteria Purchase Istreant IsRefresher response treant_PurchaseIsRefresher } Response treant_PurchaseIsBranch { scene "scenes/treant/treant_treant_items_09.vcd" nodelay noscene speakonce } Rule treant_PurchaseIsBranch_Rule { criteria Purchase Istreant IsBranch response treant_PurchaseIsBranch } Response treant_Bottling { scene "scenes/treant/treant_treant_bottle_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_bottle_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_bottle_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_bottle_04.vcd" nodelay noscene } Rule treant_Bottling_Rule { criteria Bottling Istreant response treant_Bottling } Response treant_Deny { scene "scenes/treant/treant_treant_deny_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_deny_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_deny_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_deny_04.vcd" nodelay noscene scene "scenes/treant/treant_treant_deny_05.vcd" nodelay noscene scene "scenes/treant/treant_treant_deny_06.vcd" nodelay noscene scene "scenes/treant/treant_treant_deny_07.vcd" nodelay noscene scene "scenes/treant/treant_treant_deny_08.vcd" nodelay noscene scene "scenes/treant/treant_treant_deny_09.vcd" nodelay noscene scene "scenes/treant/treant_treant_deny_10.vcd" nodelay noscene scene "scenes/treant/treant_treant_deny_14.vcd" nodelay noscene scene "scenes/treant/treant_treant_deny_15.vcd" nodelay noscene scene "scenes/treant/treant_treant_deny_16.vcd" nodelay noscene scene "scenes/treant/treant_treant_deny_17.vcd" nodelay noscene scene "scenes/treant/treant_treant_deny_18.vcd" nodelay noscene } Rule treant_Deny_Rule { criteria Deny Istreant response treant_Deny } Response treant_MissingIsLaneTop { scene "scenes/treant/treant_treant_lane_missing_01.vcd" nodelay noscene } Rule treant_MissingIsLaneTop_Rule { criteria Missing Istreant IsLaneTop response treant_MissingIsLaneTop } Response treant_MissingIsLaneMid { scene "scenes/treant/treant_treant_lane_missing_02.vcd" nodelay noscene } Rule treant_MissingIsLaneMid_Rule { criteria Missing Istreant IsLaneMid response treant_MissingIsLaneMid } Response treant_MissingIsLaneBot { scene "scenes/treant/treant_treant_lane_missing_03.vcd" nodelay noscene } Rule treant_MissingIsLaneBot_Rule { criteria Missing Istreant IsLaneBot response treant_MissingIsLaneBot } Response treant_Immortality { scene "scenes/treant/treant_treant_immort_01.vcd" nodelay noscene } Rule treant_Immortality_Rule { criteria Immortality Istreant response treant_Immortality } Response treant_ImmortalityChance_25% { scene "scenes/treant/treant_treant_immort_02.vcd" nodelay noscene } Rule treant_ImmortalityChance_25%_Rule { criteria Immortality Istreant Chance_25% response treant_ImmortalityChance_25% } Response treant_PowerupIsPowerupBounty { scene "scenes/treant/treant_treant_purch_01.vcd" nodelay noscene speakonce } Rule treant_PowerupIsPowerupBounty_Rule { criteria Powerup Istreant IsPowerupBounty response treant_PowerupIsPowerupBounty } Response treant_PowerupIsPowerupBountyChance_20% { scene "scenes/treant/treant_treant_levelup_02.vcd" nodelay noscene respeakdelay 300 } Rule treant_PowerupIsPowerupBountyChance_20%_Rule { criteria Powerup Istreant IsPowerupBounty Chance_20% response treant_PowerupIsPowerupBountyChance_20% } Response treant_PowerupIsPowerupHaste { scene "scenes/treant/treant_treant_haste_01.vcd" nodelay noscene } Rule treant_PowerupIsPowerupHaste_Rule { criteria Powerup Istreant IsPowerupHaste response treant_PowerupIsPowerupHaste } Response treant_PowerupIsPowerupHasteChance_25% { scene "scenes/treant/treant_treant_haste_02.vcd" nodelay noscene } Rule treant_PowerupIsPowerupHasteChance_25%_Rule { criteria Powerup Istreant IsPowerupHaste Chance_25% response treant_PowerupIsPowerupHasteChance_25% } Response treant_PowerupIsPowerupDoubleDamage { scene "scenes/treant/treant_treant_doubdam_01.vcd" nodelay noscene } Rule treant_PowerupIsPowerupDoubleDamage_Rule { criteria Powerup Istreant IsPowerupDoubleDamage response treant_PowerupIsPowerupDoubleDamage } Response treant_PowerupIsPowerupRegeneration { scene "scenes/treant/treant_treant_regen_01.vcd" nodelay noscene } Rule treant_PowerupIsPowerupRegeneration_Rule { criteria Powerup Istreant IsPowerupRegeneration response treant_PowerupIsPowerupRegeneration } Response treant_PowerupIsPowerupRegenerationChance_25% { scene "scenes/treant/treant_treant_regen_02.vcd" nodelay noscene } Rule treant_PowerupIsPowerupRegenerationChance_25%_Rule { criteria Powerup Istreant IsPowerupRegeneration Chance_25% response treant_PowerupIsPowerupRegenerationChance_25% } Response treant_PowerupIsPowerupIllusion { scene "scenes/treant/treant_treant_illus_01.vcd" nodelay noscene } Rule treant_PowerupIsPowerupIllusion_Rule { criteria Powerup Istreant IsPowerupIllusion response treant_PowerupIsPowerupIllusion } Response treant_PowerupIsPowerupIllusionChance_25% { scene "scenes/treant/treant_treant_illus_02.vcd" nodelay noscene } Rule treant_PowerupIsPowerupIllusionChance_25%_Rule { criteria Powerup Istreant IsPowerupIllusion Chance_25% response treant_PowerupIsPowerupIllusionChance_25% } Response treant_PowerupIsPowerupInvisibility { scene "scenes/treant/treant_treant_invis_01.vcd" nodelay noscene } Rule treant_PowerupIsPowerupInvisibility_Rule { criteria Powerup Istreant IsPowerupInvisibility response treant_PowerupIsPowerupInvisibility } Response treant_PowerupIsPowerupArcane { scene "scenes/treant/treant_treant_drop_medium.vcd" nodelay noscene respeakdelay 300 } Rule treant_PowerupIsPowerupArcane_Rule { criteria Powerup Istreant IsPowerupArcane response treant_PowerupIsPowerupArcane } Response treant_CooldownLittleNag { scene "scenes/treant/treant_treant_notyet_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_notyet_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_notyet_05.vcd" nodelay noscene } Rule treant_CooldownLittleNag_Rule { criteria Cooldown Istreant LittleNag response treant_CooldownLittleNag } Response treant_CooldownMediumNag { scene "scenes/treant/treant_treant_notyet_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_notyet_04.vcd" nodelay noscene scene "scenes/treant/treant_treant_notyet_06.vcd" nodelay noscene } Rule treant_CooldownMediumNag_Rule { criteria Cooldown Istreant MediumNag response treant_CooldownMediumNag } Response treant_CooldownSuperNag { scene "scenes/treant/treant_treant_notyet_07.vcd" nodelay noscene scene "scenes/treant/treant_treant_notyet_08.vcd" nodelay noscene scene "scenes/treant/treant_treant_notyet_09.vcd" nodelay noscene } Rule treant_CooldownSuperNag_Rule { criteria Cooldown Istreant SuperNag response treant_CooldownSuperNag } Response treant_NoManaSuperNag { scene "scenes/treant/treant_treant_nomana_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_nomana_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_nomana_09.vcd" nodelay noscene } Rule treant_NoManaSuperNag_Rule { criteria NoMana Istreant SuperNag response treant_NoManaSuperNag } Response treant_NoManaMediumNag { scene "scenes/treant/treant_treant_nomana_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_nomana_04.vcd" nodelay noscene scene "scenes/treant/treant_treant_nomana_06.vcd" nodelay noscene } Rule treant_NoManaMediumNag_Rule { criteria NoMana Istreant MediumNag response treant_NoManaMediumNag } Response treant_NoManaLittleNag { scene "scenes/treant/treant_treant_nomana_05.vcd" nodelay noscene scene "scenes/treant/treant_treant_nomana_07.vcd" nodelay noscene scene "scenes/treant/treant_treant_nomana_08.vcd" nodelay noscene } Rule treant_NoManaLittleNag_Rule { criteria NoMana Istreant LittleNag response treant_NoManaLittleNag } Response treant_Thanks { scene "scenes/treant/treant_treant_thanks_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_thanks_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_thanks_03.vcd" nodelay noscene } Rule treant_Thanks_Rule { criteria Thanks Istreant response treant_Thanks } Response treant_PainChance_25% { scene "scenes/treant/treant_treant_underattack_01.vcd" nodelay noscene respeakdelay 120 } Rule treant_PainChance_25%_Rule { criteria Pain Istreant Chance_25% response treant_PainChance_25% } Response treant_Pain { scene "scenes/treant/treant_treant_pain_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_pain_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_pain_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_pain_04.vcd" nodelay noscene scene "scenes/treant/treant_treant_pain_05.vcd" nodelay noscene scene "scenes/treant/treant_treant_pain_06.vcd" nodelay noscene scene "scenes/treant/treant_treant_pain_07.vcd" nodelay noscene scene "scenes/treant/treant_treant_pain_08.vcd" nodelay noscene scene "scenes/treant/treant_treant_pain_09.vcd" nodelay noscene scene "scenes/treant/treant_treant_pain_10.vcd" nodelay noscene scene "scenes/treant/treant_treant_pain_11.vcd" nodelay noscene scene "scenes/treant/treant_treant_pain_12.vcd" nodelay noscene scene "scenes/treant/treant_treant_pain_13.vcd" nodelay noscene scene "scenes/treant/treant_treant_pain_14.vcd" nodelay noscene } Rule treant_Pain_Rule { criteria Pain Istreant response treant_Pain } Response treant_InTheBag { scene "scenes/treant/treant_treant_inthebag_01.vcd" nodelay noscene } Rule treant_InTheBag_Rule { criteria InTheBag Istreant response treant_InTheBag } Response treant_Defeat { scene "scenes/treant/treant_treant_lose_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_lose_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_lose_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_lose_04.vcd" nodelay noscene } Rule treant_Defeat_Rule { criteria Defeat Istreant response treant_Defeat } Response treant_Victory { scene "scenes/treant/treant_treant_win_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_win_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_win_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_win_04.vcd" nodelay noscene } Rule treant_Victory_Rule { criteria Victory Istreant response treant_Victory } Response treant_EmoteIsEmoteLaugh { scene "scenes/treant/treant_treant_laugh_01.vcd" nodelay noscene scene "scenes/treant/treant_treant_laugh_02.vcd" nodelay noscene scene "scenes/treant/treant_treant_laugh_03.vcd" nodelay noscene scene "scenes/treant/treant_treant_laugh_04.vcd" nodelay noscene scene "scenes/treant/treant_treant_laugh_05.vcd" nodelay noscene scene "scenes/treant/treant_treant_laugh_06.vcd" nodelay noscene scene "scenes/treant/treant_treant_laugh_07.vcd" nodelay noscene scene "scenes/treant/treant_treant_laugh_08.vcd" nodelay noscene scene "scenes/treant/treant_treant_laugh_09.vcd" nodelay noscene scene "scenes/treant/treant_treant_deny_11.vcd" nodelay noscene scene "scenes/treant/treant_treant_deny_12.vcd" nodelay noscene scene "scenes/treant/treant_treant_deny_13.vcd" nodelay noscene } Rule treant_EmoteIsEmoteLaugh_Rule { criteria Emote Istreant IsEmoteLaugh response treant_EmoteIsEmoteLaugh }