criterion "Isaxe" "classname" "npc_dota_hero_axe" weight 5 required criterion "IsEnemyaxe" "targetclassname" "npc_dota_hero_axe" weight 5 required criterion "IsAllyaxe" "nearby_ally" "npc_dota_hero_axe" weight 5 required criterion "IsValidBerserkersCall" "berserker_targets" ">0" weight 5 required criterion "IsInvalidBerserkersCall" "berserker_targets" "0" weight 5 required criterion "IsBattleHunger" "abilityname" "axe_battle_hunger" weight 5 required criterion "IsCullingKill" "abilityname" "axe_culling_blade" weight 5 required criterion "IsAxeLoadoutSpawn" "special_spawn" "axe_loadout_spawn" weight 5 required criterion "IsJungleAxeLoadoutSpawn" "special_spawn" "jungle_axe_loadout_spawn" weight 5 required criterion "IsAxeTauntComeAndGetIt" "taunt_type" "come_get_it" weight 5 required criterion "IsAxeTauntGoodDaySir" "taunt_type" "good_day_sir" weight 5 required criterion "IsAxeTauntComeAtMeBro" "taunt_type" "come_at_me" weight 5 required criterion "IsJungleAxe" "customresponse" "jungle_axe" weight 5 required Response axe_Spawn { scene "scenes/axe/axe_axe_spawn_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_spawn_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_spawn_03.vcd" nodelay noscene scene "scenes/axe/axe_axe_spawn_04.vcd" nodelay noscene scene "scenes/axe/axe_axe_spawn_05.vcd" nodelay noscene scene "scenes/axe/axe_axe_spawn_09.vcd" nodelay noscene scene "scenes/axe/axe_axe_spawn_10.vcd" nodelay noscene } Rule axe_Spawn_Rule { criteria Spawn Isaxe response axe_Spawn } Response axe_SpawnIsJungleAxe { scene "scenes/axe/axe_jung_axe_spawn_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_spawn_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_spawn_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_spawn_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_spawn_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_spawn_06.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_spawn_07.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_spawn_09.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_spawn_10.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_spawn_11.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_spawn_12.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_spawn_13.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_spawn_14.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_spawn_15.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_spawn_16.vcd" nodelay noscene } Rule axe_SpawnIsJungleAxe_Rule { criteria Spawn Isaxe IsJungleAxe response axe_SpawnIsJungleAxe } Response axe_CustomIsGameStart { scene "scenes/axe/axe_axe_spawn_08.vcd" nodelay noscene scene "scenes/axe/axe_axe_battlebegins_01.vcd" nodelay noscene } Rule axe_CustomIsGameStart_Rule { criteria Custom Isaxe IsGameStart response axe_CustomIsGameStart } Response axe_CustomIsValidBerserkersCall { scene "scenes/axe/axe_axe_ability_berserk_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_ability_berserk_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_ability_berserk_03.vcd" nodelay noscene scene "scenes/axe/axe_axe_ability_berserk_04.vcd" nodelay noscene scene "scenes/axe/axe_axe_ability_berserk_06.vcd" nodelay noscene scene "scenes/axe/axe_axe_ability_berserk_07.vcd" nodelay noscene scene "scenes/axe/axe_axe_ability_berserk_08.vcd" nodelay noscene scene "scenes/axe/axe_axe_ability_berserk_09.vcd" nodelay noscene } Rule axe_CustomIsValidBerserkersCall_Rule { criteria Custom Isaxe IsValidBerserkersCall response axe_CustomIsValidBerserkersCall } Response axe_CustomIsMorphedSheep { scene "scenes/axe/axe_axe_sheepstick_01.vcd" nodelay noscene respeakdelay 30 scene "scenes/axe/axe_axe_sheepstick_02.vcd" nodelay noscene respeakdelay 30 } Rule axe_CustomIsMorphedSheep_Rule { criteria Custom Isaxe IsMorphedSheep response axe_CustomIsMorphedSheep } Response axe_CustomIsMorphedPig { scene "scenes/axe/axe_axe_sheepstick_03.vcd" nodelay noscene respeakdelay 30 scene "scenes/axe/axe_axe_sheepstick_04.vcd" nodelay noscene respeakdelay 30 } Rule axe_CustomIsMorphedPig_Rule { criteria Custom Isaxe IsMorphedPig response axe_CustomIsMorphedPig } Response axe_CustomIsMorphed { scene "scenes/axe/axe_axe_sheepstick_05.vcd" nodelay noscene respeakdelay 30 } Rule axe_CustomIsMorphed_Rule { criteria Custom Isaxe IsMorphed response axe_CustomIsMorphed } Response axe_CustomIsInvalidBerserkersCall { scene "scenes/axe/axe_axe_anger_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_anger_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_anger_03.vcd" nodelay noscene } Rule axe_CustomIsInvalidBerserkersCall_Rule { criteria Custom Isaxe IsInvalidBerserkersCall response axe_CustomIsInvalidBerserkersCall } Response axe_CustomIsAxeLoadoutSpawn { scene "scenes/axe/axe_axe_spawn_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_spawn_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_spawn_03.vcd" nodelay noscene scene "scenes/axe/axe_axe_move_10.vcd" nodelay noscene scene "scenes/axe/axe_axe_attack_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_attack_04.vcd" nodelay noscene scene "scenes/axe/axe_axe_spawn_07.vcd" nodelay noscene scene "scenes/axe/axe_axe_spawn_08.vcd" nodelay noscene scene "scenes/axe/axe_axe_spawn_09.vcd" nodelay noscene scene "scenes/axe/axe_axe_spawn_10.vcd" nodelay noscene scene "scenes/axe/axe_axe_attack_06.vcd" nodelay noscene scene "scenes/axe/axe_axe_level_04.vcd" nodelay noscene } Rule axe_CustomIsAxeLoadoutSpawn_Rule { criteria Custom Isaxe IsAxeLoadoutSpawn response axe_CustomIsAxeLoadoutSpawn } Response axe_CustomIsJungleAxeIsValidBerserkersCall { scene "scenes/axe/axe_jung_axe_ability_berserk_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_ability_berserk_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_ability_berserk_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_ability_berserk_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_ability_berserk_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_ability_berserk_06.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_ability_berserk_07.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_ability_berserk_08.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_ability_berserk_09.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_ability_berserk_10.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_ability_berserk_11.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_ability_berserk_12.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_ability_berserk_13.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_18.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_effort_large_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_effort_large_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_effort_large_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_effort_large_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_effort_large_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_effort_large_06.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_effort_large_07.vcd" nodelay noscene } Rule axe_CustomIsJungleAxeIsValidBerserkersCall_Rule { criteria Custom Isaxe IsJungleAxe IsValidBerserkersCall response axe_CustomIsJungleAxeIsValidBerserkersCall } Response axe_CustomIsJungleAxeIsInvalidBerserkersCall { scene "scenes/axe/axe_jung_axe_anger_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_anger_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_anger_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_anger_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_anger_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_anger_06.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_angry_madness_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_angry_madness_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_angry_madness_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_angry_madness_04.vcd" nodelay noscene } Rule axe_CustomIsJungleAxeIsInvalidBerserkersCall_Rule { criteria Custom Isaxe IsJungleAxe IsInvalidBerserkersCall response axe_CustomIsJungleAxeIsInvalidBerserkersCall } Response axe_CustomIsJungleAxeIsGameStart { scene "scenes/axe/axe_jung_axe_battlebegins_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_spawn_08.vcd" nodelay noscene } Rule axe_CustomIsJungleAxeIsGameStart_Rule { criteria Custom Isaxe IsJungleAxe IsGameStart response axe_CustomIsJungleAxeIsGameStart } Response axe_CustomIsJungleAxeIsMorphedSheep { scene "scenes/axe/axe_jung_axe_sheepstick_01_04.vcd" nodelay noscene respeakdelay 30 scene "scenes/axe/axe_jung_axe_sheepstick_02.vcd" nodelay noscene respeakdelay 30 } Rule axe_CustomIsJungleAxeIsMorphedSheep_Rule { criteria Custom Isaxe IsJungleAxe IsMorphedSheep response axe_CustomIsJungleAxeIsMorphedSheep } Response axe_CustomIsJungleAxeIsMorphedPig { scene "scenes/axe/axe_jung_axe_sheepstick_04.vcd" nodelay noscene respeakdelay 30 } Rule axe_CustomIsJungleAxeIsMorphedPig_Rule { criteria Custom Isaxe IsJungleAxe IsMorphedPig response axe_CustomIsJungleAxeIsMorphedPig } Response axe_CustomIsJungleAxeIsMorphed { scene "scenes/axe/axe_jung_axe_sheepstick_05.vcd" nodelay noscene respeakdelay 30 } Rule axe_CustomIsJungleAxeIsMorphed_Rule { criteria Custom Isaxe IsJungleAxe IsMorphed response axe_CustomIsJungleAxeIsMorphed } Response axe_CustomIsJungleAxeLoadoutSpawn { scene "scenes/axe/axe_jung_axe_spawn_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_spawn_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_spawn_10.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_spawn_12.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_spawn_16.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_level_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_respawn_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_respawn_11.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_20.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_05.vcd" nodelay noscene } Rule axe_CustomIsJungleAxeLoadoutSpawn_Rule { criteria Custom Isaxe IsJungleAxeLoadoutSpawn response axe_CustomIsJungleAxeLoadoutSpawn } Response axe_Move { scene "scenes/axe/axe_axe_move_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_move_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_move_03.vcd" nodelay noscene scene "scenes/axe/axe_axe_move_04.vcd" nodelay noscene scene "scenes/axe/axe_axe_move_05.vcd" nodelay noscene scene "scenes/axe/axe_axe_move_06.vcd" nodelay noscene scene "scenes/axe/axe_axe_move_07.vcd" nodelay noscene scene "scenes/axe/axe_axe_move_08.vcd" nodelay noscene scene "scenes/axe/axe_axe_move_09.vcd" nodelay noscene scene "scenes/axe/axe_axe_move_10.vcd" nodelay noscene scene "scenes/axe/axe_axe_move_11.vcd" nodelay noscene } Rule axe_Move_Rule { criteria Move Isaxe response axe_Move } Response axe_MoveIsJungleAxe { scene "scenes/axe/axe_jung_axe_move_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_06.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_07.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_08.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_09.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_10.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_11.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_12.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_13.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_14_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_yes_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_yes_02.vcd" nodelay noscene } Rule axe_MoveIsJungleAxe_Rule { criteria Move Isaxe IsJungleAxe response axe_MoveIsJungleAxe } Response axe_MoveIsJungleAxeIsSpeechPain { scene "scenes/axe/axe_jung_axe_move_pain_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_pain_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_pain_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_pain_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_pain_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_pain_06.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_pain_07.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_pain_08.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_pain_09.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_pain_10.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_pain_11.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_pain_12.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_pain_13.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_move_pain_14.vcd" nodelay noscene } Rule axe_MoveIsJungleAxeIsSpeechPain_Rule { criteria Move Isaxe IsJungleAxe IsSpeechPain response axe_MoveIsJungleAxeIsSpeechPain } Response axe_Attack { scene "scenes/axe/axe_axe_attack_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_attack_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_attack_03.vcd" nodelay noscene scene "scenes/axe/axe_axe_attack_04.vcd" nodelay noscene scene "scenes/axe/axe_axe_attack_05.vcd" nodelay noscene scene "scenes/axe/axe_axe_attack_06.vcd" nodelay noscene scene "scenes/axe/axe_axe_attack_07.vcd" nodelay noscene scene "scenes/axe/axe_axe_attack_09.vcd" nodelay noscene scene "scenes/axe/axe_axe_attack_10.vcd" nodelay noscene } Rule axe_Attack_Rule { criteria Attack Isaxe response axe_Attack } Response axe_AttackIsJungleAxe { scene "scenes/axe/axe_jung_axe_attack_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_01_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_06.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_07.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_08.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_09.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_10.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_11.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_12.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_13.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_14.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_15.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_16.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_17.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_19.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_20.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_21.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_22.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_23.vcd" nodelay noscene } Rule axe_AttackIsJungleAxe_Rule { criteria Attack Isaxe IsJungleAxe response axe_AttackIsJungleAxe } Response axe_AttackIsJungleAxeIsSpeechPain { scene "scenes/axe/axe_jung_axe_attack_pain_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_pain_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_pain_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_pain_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_pain_06.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_pain_07.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_pain_09.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_pain_10.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_pain_11.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_pain_12.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_pain_13.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_pain_14.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_pain_15.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_attack_pain_16.vcd" nodelay noscene } Rule axe_AttackIsJungleAxeIsSpeechPain_Rule { criteria Attack Isaxe IsJungleAxe IsSpeechPain response axe_AttackIsJungleAxeIsSpeechPain } Response axe_CastOrder { scene "scenes/axe/axe_axe_cast_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_cast_02.vcd" nodelay noscene } Rule axe_CastOrder_Rule { criteria CastOrder Isaxe response axe_CastOrder } Response axe_CastOrderIsJungleAxe { scene "scenes/axe/axe_jung_axe_cast_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_cast_02.vcd" nodelay noscene } Rule axe_CastOrderIsJungleAxe_Rule { criteria CastOrder Isaxe IsJungleAxe response axe_CastOrderIsJungleAxe } Response axe_CastExecuteIsBattleHunger { scene "scenes/axe/axe_axe_ability_battlehunger_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_ability_battlehunger_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_ability_battlehunger_03.vcd" nodelay noscene } Rule axe_CastExecuteIsBattleHunger_Rule { criteria CastExecute Isaxe IsBattleHunger response axe_CastExecuteIsBattleHunger } Response axe_CastExecuteIsJungleAxeIsBattleHunger { scene "scenes/axe/axe_jung_axe_ability_battlehunger_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_ability_battlehunger_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_ability_battlehunger_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_ability_battlehunger_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_ability_battlehunger_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_ability_battlehunger_06.vcd" nodelay noscene } Rule axe_CastExecuteIsJungleAxeIsBattleHunger_Rule { criteria CastExecute Isaxe IsJungleAxe IsBattleHunger response axe_CastExecuteIsJungleAxeIsBattleHunger } Response axe_KillIsCullingKillChance_30% { scene "scenes/axe/axe_axe_ability_cullingblade_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_deny_15.vcd" nodelay noscene scene "scenes/axe/axe_axe_deny_16.vcd" nodelay noscene } Rule axe_KillIsCullingKillChance_30%_Rule { criteria Kill Isaxe IsCullingKill Chance_30% response axe_KillIsCullingKillChance_30% } Response axe_Kill { scene "scenes/axe/axe_axe_blinkcull_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_blinkcull_03.vcd" nodelay noscene scene "scenes/axe/axe_axe_kill_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_kill_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_kill_03.vcd" nodelay noscene scene "scenes/axe/axe_axe_kill_04.vcd" nodelay noscene scene "scenes/axe/axe_axe_kill_05.vcd" nodelay noscene scene "scenes/axe/axe_axe_kill_06.vcd" nodelay noscene scene "scenes/axe/axe_axe_kill_07.vcd" nodelay noscene scene "scenes/axe/axe_axe_kill_08.vcd" nodelay noscene scene "scenes/axe/axe_axe_kill_09.vcd" nodelay noscene scene "scenes/axe/axe_axe_kill_10.vcd" nodelay noscene scene "scenes/axe/axe_axe_kill_11.vcd" nodelay noscene scene "scenes/axe/axe_axe_kill_12.vcd" nodelay noscene scene "scenes/axe/axe_axe_kill_13.vcd" nodelay noscene scene "scenes/axe/axe_axe_kill_14.vcd" nodelay noscene scene "scenes/axe/axe_axe_kill_15.vcd" nodelay noscene scene "scenes/axe/axe_axe_kill_16.vcd" nodelay noscene scene "scenes/axe/axe_axe_kill_17.vcd" nodelay noscene scene "scenes/axe/axe_axe_kill_18.vcd" nodelay noscene scene "scenes/axe/axe_axe_kill_19.vcd" nodelay noscene scene "scenes/axe/axe_axe_kill_20.vcd" nodelay noscene scene "scenes/axe/axe_axe_lasthit_03.vcd" nodelay noscene scene "scenes/axe/axe_axe_laugh_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_laugh_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_laugh_04.vcd" nodelay noscene scene "scenes/axe/axe_axe_laugh_05.vcd" nodelay noscene scene "scenes/axe/axe_axe_rival_22.vcd" nodelay noscene scene "scenes/axe/axe_axe_rival_23.vcd" nodelay noscene } Rule axe_Kill_Rule { criteria Kill Isaxe response axe_Kill } Response axe_KillIsCullingKillIsQuickBlinkKillChance_30% { scene "scenes/axe/axe_axe_blinkcull_02.vcd" nodelay noscene } Rule axe_KillIsCullingKillIsQuickBlinkKillChance_30%_Rule { criteria Kill Isaxe IsCullingKill IsQuickBlinkKill Chance_30% response axe_KillIsCullingKillIsQuickBlinkKillChance_30% } Response axe_KillIsEnemycrystalmaidenChance_25% { scene "scenes/axe/axe_axe_killspecial_01.vcd" nodelay noscene } Rule axe_KillIsEnemycrystalmaidenChance_25%_Rule { criteria Kill Isaxe IsEnemycrystalmaiden Chance_25% response axe_KillIsEnemycrystalmaidenChance_25% } Response axe_KillIsEnemyMorphlingChance_25% { scene "scenes/axe/axe_axe_killspecial_02.vcd" nodelay noscene } Rule axe_KillIsEnemyMorphlingChance_25%_Rule { criteria Kill Isaxe IsEnemyMorphling Chance_25% response axe_KillIsEnemyMorphlingChance_25% } Response axe_KillIsEnemyZuusChance_25% { scene "scenes/axe/axe_axe_killspecial_03.vcd" nodelay noscene scene "scenes/axe/axe_axe_rival_17.vcd" nodelay noscene } Rule axe_KillIsEnemyZuusChance_25%_Rule { criteria Kill Isaxe IsEnemyZuus Chance_25% response axe_KillIsEnemyZuusChance_25% } Response axe_KillIsEnemyBeastmasterChance_25% { scene "scenes/axe/axe_axe_killspecial_04.vcd" nodelay noscene } Rule axe_KillIsEnemyBeastmasterChance_25%_Rule { criteria Kill Isaxe IsEnemyBeastmaster Chance_25% response axe_KillIsEnemyBeastmasterChance_25% } Response axe_KillIsFirstBlood { scene "scenes/axe/axe_axe_firstblood_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_firstblood_02.vcd" nodelay noscene } Rule axe_KillIsFirstBlood_Rule { criteria Kill Isaxe IsFirstBlood response axe_KillIsFirstBlood } Response axe_KillIsEnemyWarlockChance_25% { scene "scenes/axe/axe_axe_rival_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_rival_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_rival_03.vcd" nodelay noscene scene "scenes/axe/axe_axe_rival_04.vcd" nodelay noscene scene "scenes/axe/axe_axe_rival_05.vcd" nodelay noscene scene "scenes/axe/axe_axe_rival_06.vcd" nodelay noscene } Rule axe_KillIsEnemyWarlockChance_25%_Rule { criteria Kill Isaxe IsEnemyWarlock Chance_25% response axe_KillIsEnemyWarlockChance_25% } Response axe_KillIsEnemyDisruptorChance_25% { scene "scenes/axe/axe_axe_rival_07.vcd" nodelay noscene scene "scenes/axe/axe_axe_rival_08.vcd" nodelay noscene } Rule axe_KillIsEnemyDisruptorChance_25%_Rule { criteria Kill Isaxe IsEnemyDisruptor Chance_25% response axe_KillIsEnemyDisruptorChance_25% } Response axe_KillIsEnemyInvokerChance_25% { scene "scenes/axe/axe_axe_rival_09.vcd" nodelay noscene scene "scenes/axe/axe_axe_rival_10.vcd" nodelay noscene } Rule axe_KillIsEnemyInvokerChance_25%_Rule { criteria Kill Isaxe IsEnemyInvoker Chance_25% response axe_KillIsEnemyInvokerChance_25% } Response axe_KillIsEnemyTreantChance_25% { scene "scenes/axe/axe_axe_rival_11.vcd" nodelay noscene scene "scenes/axe/axe_axe_rival_20.vcd" nodelay noscene } Rule axe_KillIsEnemyTreantChance_25%_Rule { criteria Kill Isaxe IsEnemyTreant Chance_25% response axe_KillIsEnemyTreantChance_25% } Response axe_KillIsEnemyBroodmotherChance_25% { scene "scenes/axe/axe_axe_rival_12.vcd" nodelay noscene } Rule axe_KillIsEnemyBroodmotherChance_25%_Rule { criteria Kill Isaxe IsEnemyBroodmother Chance_25% response axe_KillIsEnemyBroodmotherChance_25% } Response axe_KillIsEnemyPudgeChance_25% { scene "scenes/axe/axe_axe_rival_14.vcd" nodelay noscene } Rule axe_KillIsEnemyPudgeChance_25%_Rule { criteria Kill Isaxe IsEnemyPudge Chance_25% response axe_KillIsEnemyPudgeChance_25% } Response axe_KillIsEnemyOutworld_DestroyerChance_25% { scene "scenes/axe/axe_axe_rival_15.vcd" nodelay noscene } Rule axe_KillIsEnemyOutworld_DestroyerChance_25%_Rule { criteria Kill Isaxe IsEnemyOutworld_Destroyer Chance_25% response axe_KillIsEnemyOutworld_DestroyerChance_25% } Response axe_KillIsEnemyRazorChance_25% { scene "scenes/axe/axe_axe_rival_16.vcd" nodelay noscene } Rule axe_KillIsEnemyRazorChance_25%_Rule { criteria Kill Isaxe IsEnemyRazor Chance_25% response axe_KillIsEnemyRazorChance_25% } Response axe_KillIsEnemyUrsaChance_25% { scene "scenes/axe/axe_axe_rival_18.vcd" nodelay noscene } Rule axe_KillIsEnemyUrsaChance_25%_Rule { criteria Kill Isaxe IsEnemyUrsa Chance_25% response axe_KillIsEnemyUrsaChance_25% } Response axe_KillIsEnemySpectreChance_25% { scene "scenes/axe/axe_axe_rival_19.vcd" nodelay noscene } Rule axe_KillIsEnemySpectreChance_25%_Rule { criteria Kill Isaxe IsEnemySpectre Chance_25% response axe_KillIsEnemySpectreChance_25% } Response axe_KillIsEnemyNight_StalkerChance_25% { scene "scenes/axe/axe_axe_rival_21.vcd" nodelay noscene } Rule axe_KillIsEnemyNight_StalkerChance_25%_Rule { criteria Kill Isaxe IsEnemyNight_Stalker Chance_25% response axe_KillIsEnemyNight_StalkerChance_25% } Response axe_KillIsEnemyLionChance_25% { scene "scenes/axe/axe_axe_rival_24.vcd" nodelay noscene } Rule axe_KillIsEnemyLionChance_25%_Rule { criteria Kill Isaxe IsEnemyLion Chance_25% response axe_KillIsEnemyLionChance_25% } Response axe_KillIsEnemyAlchemistChance_25% { scene "scenes/axe/axe_axe_rival_25.vcd" nodelay noscene scene "scenes/axe/axe_axe_rival_26.vcd" nodelay noscene scene "scenes/axe/axe_axe_rival_29.vcd" nodelay noscene } Rule axe_KillIsEnemyAlchemistChance_25%_Rule { criteria Kill Isaxe IsEnemyAlchemist Chance_25% response axe_KillIsEnemyAlchemistChance_25% } Response axe_KillIsEnemySniperChance_25% { scene "scenes/axe/axe_axe_rival_27.vcd" nodelay noscene scene "scenes/axe/axe_axe_rival_28.vcd" nodelay noscene } Rule axe_KillIsEnemySniperChance_25%_Rule { criteria Kill Isaxe IsEnemySniper Chance_25% response axe_KillIsEnemySniperChance_25% } Response axe_KillIsJungleAxeIsCullingKillChance_30% { scene "scenes/axe/axe_jung_axe_ability_cullingblade_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_ability_cullingblade_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_ability_cullingblade_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_ability_cullingblade_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_15.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_16_02.vcd" nodelay noscene } Rule axe_KillIsJungleAxeIsCullingKillChance_30%_Rule { criteria Kill Isaxe IsJungleAxe IsCullingKill Chance_30% response axe_KillIsJungleAxeIsCullingKillChance_30% } Response axe_KillIsJungleAxe { scene "scenes/axe/axe_jung_axe_blinkcull_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_blinkcull_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_kill_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_kill_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_kill_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_kill_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_kill_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_kill_06.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_kill_07.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_kill_08.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_kill_09.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_kill_10.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_kill_11.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_kill_13.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_kill_14.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_kill_15.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_kill_16.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_kill_17.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_kill_18.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_kill_19.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_kill_20.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_kill_22.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_kill_23.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_lasthit_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_laugh_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_laugh_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_laugh_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_laugh_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_rival_21.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_rival_22.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_wheel_all_05_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_wheel_all_06.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_wheel_deny_01_02.vcd" nodelay noscene } Rule axe_KillIsJungleAxe_Rule { criteria Kill Isaxe IsJungleAxe response axe_KillIsJungleAxe } Response axe_KillIsJungleAxeIsCullingKillIsQuickBlinkKillChance_30% { scene "scenes/axe/axe_jung_axe_blinkcull_02.vcd" nodelay noscene } Rule axe_KillIsJungleAxeIsCullingKillIsQuickBlinkKillChance_30%_Rule { criteria Kill Isaxe IsJungleAxe IsCullingKill IsQuickBlinkKill Chance_30% response axe_KillIsJungleAxeIsCullingKillIsQuickBlinkKillChance_30% } Response axe_KillIsJungleAxeIsFirstBlood { scene "scenes/axe/axe_jung_axe_firstblood_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_firstblood_02.vcd" nodelay noscene } Rule axe_KillIsJungleAxeIsFirstBlood_Rule { criteria Kill Isaxe IsJungleAxe IsFirstBlood response axe_KillIsJungleAxeIsFirstBlood } Response axe_KillIsJungleAxeIsSpeechPain { scene "scenes/axe/axe_jung_axe_lasthit_pain_03.vcd" nodelay noscene } Rule axe_KillIsJungleAxeIsSpeechPain_Rule { criteria Kill Isaxe IsJungleAxe IsSpeechPain response axe_KillIsJungleAxeIsSpeechPain } Response axe_KillIsJungleAxeIsEnemyWarlockChance_25% { scene "scenes/axe/axe_jung_axe_rival_01.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_rival_02.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_rival_03.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_rival_04.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_rival_05.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_rival_06.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemyWarlockChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemyWarlock Chance_25% response axe_KillIsJungleAxeIsEnemyWarlockChance_25% } Response axe_KillIsJungleAxeIsEnemyDisruptorChance_25% { scene "scenes/axe/axe_jung_axe_rival_07.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_rival_08.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemyDisruptorChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemyDisruptor Chance_25% response axe_KillIsJungleAxeIsEnemyDisruptorChance_25% } Response axe_KillIsJungleAxeIsEnemyInvokerChance_25% { scene "scenes/axe/axe_jung_axe_rival_09.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_rival_10.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemyInvokerChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemyInvoker Chance_25% response axe_KillIsJungleAxeIsEnemyInvokerChance_25% } Response axe_KillIsJungleAxeIsEnemyTreantChance_25% { scene "scenes/axe/axe_jung_axe_rival_11.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_rival_19.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemyTreantChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemyTreant Chance_25% response axe_KillIsJungleAxeIsEnemyTreantChance_25% } Response axe_KillIsJungleAxeIsEnemyBroodmotherChance_25% { scene "scenes/axe/axe_jung_axe_rival_12.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_rival_13.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemyBroodmotherChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemyBroodmother Chance_25% response axe_KillIsJungleAxeIsEnemyBroodmotherChance_25% } Response axe_KillIsJungleAxeIsEnemyPudgeChance_25% { scene "scenes/axe/axe_jung_axe_rival_14.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemyPudgeChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemyPudge Chance_25% response axe_KillIsJungleAxeIsEnemyPudgeChance_25% } Response axe_KillIsJungleAxeIsEnemyRazorChance_25% { scene "scenes/axe/axe_jung_axe_rival_15.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemyRazorChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemyRazor Chance_25% response axe_KillIsJungleAxeIsEnemyRazorChance_25% } Response axe_KillIsJungleAxeIsEnemyZuusChance_25% { scene "scenes/axe/axe_jung_axe_rival_16.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemyZuusChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemyZuus Chance_25% response axe_KillIsJungleAxeIsEnemyZuusChance_25% } Response axe_KillIsJungleAxeIsEnemyUrsaChance_25% { scene "scenes/axe/axe_jung_axe_rival_17.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemyUrsaChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemyUrsa Chance_25% response axe_KillIsJungleAxeIsEnemyUrsaChance_25% } Response axe_KillIsJungleAxeIsEnemySpectreChance_25% { scene "scenes/axe/axe_jung_axe_rival_18.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemySpectreChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemySpectre Chance_25% response axe_KillIsJungleAxeIsEnemySpectreChance_25% } Response axe_KillIsJungleAxeIsEnemyNight_StalkerChance_25% { scene "scenes/axe/axe_jung_axe_rival_20_02.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemyNight_StalkerChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemyNight_Stalker Chance_25% response axe_KillIsJungleAxeIsEnemyNight_StalkerChance_25% } Response axe_KillIsJungleAxeIsEnemyLionChance_25% { scene "scenes/axe/axe_jung_axe_rival_23.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemyLionChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemyLion Chance_25% response axe_KillIsJungleAxeIsEnemyLionChance_25% } Response axe_KillIsJungleAxeIsEnemyAlchemistChance_25% { scene "scenes/axe/axe_jung_axe_rival_24.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_rival_25.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_rival_28.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemyAlchemistChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemyAlchemist Chance_25% response axe_KillIsJungleAxeIsEnemyAlchemistChance_25% } Response axe_KillIsJungleAxeIsEnemySniperChance_25% { scene "scenes/axe/axe_jung_axe_rival_26.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_rival_27.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemySniperChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemySniper Chance_25% response axe_KillIsJungleAxeIsEnemySniperChance_25% } Response axe_KillIsJungleAxeIsEnemyTechiesChance_25% { scene "scenes/axe/axe_jung_axe_rival_29.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemyTechiesChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemyTechies Chance_25% response axe_KillIsJungleAxeIsEnemyTechiesChance_25% } Response axe_KillIsJungleAxeIsEnemyMarsChance_25% { scene "scenes/axe/axe_jung_axe_rival_30.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_rival_31.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemyMarsChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemyMars Chance_25% response axe_KillIsJungleAxeIsEnemyMarsChance_25% } Response axe_KillIsJungleAxeIsEnemyGrimstrokeChance_25% { scene "scenes/axe/axe_jung_axe_rival_32.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_rival_33.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemyGrimstrokeChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemyGrimstroke Chance_25% response axe_KillIsJungleAxeIsEnemyGrimstrokeChance_25% } Response axe_KillIsJungleAxeIsEnemyMonkey_KingChance_25% { scene "scenes/axe/axe_jung_axe_rival_34.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_rival_35.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemyMonkey_KingChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemyMonkey_King Chance_25% response axe_KillIsJungleAxeIsEnemyMonkey_KingChance_25% } Response axe_KillIsJungleAxeIsEnemyPangolinChance_25% { scene "scenes/axe/axe_jung_axe_rival_36.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_rival_37.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemyPangolinChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemyPangolin Chance_25% response axe_KillIsJungleAxeIsEnemyPangolinChance_25% } Response axe_KillIsJungleAxeIsEnemyDark_WillowChance_25% { scene "scenes/axe/axe_jung_axe_rival_38.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_rival_39.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemyDark_WillowChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemyDark_Willow Chance_25% response axe_KillIsJungleAxeIsEnemyDark_WillowChance_25% } Response axe_KillIsJungleAxeIsEnemySnapfireChance_25% { scene "scenes/axe/axe_jung_axe_rival_40_02.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemySnapfireChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemySnapfire Chance_25% response axe_KillIsJungleAxeIsEnemySnapfireChance_25% } Response axe_KillIsJungleAxeIsEnemyTuskChance_25% { scene "scenes/axe/axe_jung_axe_rival_41.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeIsEnemyTuskChance_25%_Rule { criteria Kill Isaxe IsJungleAxe IsEnemyTusk Chance_25% response axe_KillIsJungleAxeIsEnemyTuskChance_25% } Response axe_KillIsJungleAxeChance_5% { scene "scenes/axe/axe_jung_axe_wheel_all_03_02.vcd" nodelay noscene speakonce } Rule axe_KillIsJungleAxeChance_5%_Rule { criteria Kill Isaxe IsJungleAxe Chance_5% response axe_KillIsJungleAxeChance_5% } Response axe_Death { scene "scenes/axe/axe_axe_death_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_death_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_death_03.vcd" nodelay noscene scene "scenes/axe/axe_axe_death_04.vcd" nodelay noscene scene "scenes/axe/axe_axe_death_05.vcd" nodelay noscene scene "scenes/axe/axe_axe_death_06.vcd" nodelay noscene scene "scenes/axe/axe_axe_death_07.vcd" nodelay noscene scene "scenes/axe/axe_axe_death_08.vcd" nodelay noscene scene "scenes/axe/axe_axe_death_09.vcd" nodelay noscene scene "scenes/axe/axe_axe_death_10.vcd" nodelay noscene } Rule axe_Death_Rule { criteria Death Isaxe response axe_Death } Response axe_DeathIsReincarnating { scene "scenes/axe/axe_axe_laugh_03.vcd" nodelay noscene scene "scenes/axe/axe_axe_fastres_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_fastres_02.vcd" nodelay noscene } Rule axe_DeathIsReincarnating_Rule { criteria Death Isaxe IsReincarnating response axe_DeathIsReincarnating } Response axe_DeathIsJungleAxeChance_5% { scene "scenes/axe/axe_jung_axe_ability_failure_03.vcd" nodelay noscene speakonce } Rule axe_DeathIsJungleAxeChance_5%_Rule { criteria Death Isaxe IsJungleAxe Chance_5% response axe_DeathIsJungleAxeChance_5% } Response axe_DeathIsJungleAxe { scene "scenes/axe/axe_jung_axe_death_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_death_01_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_death_02_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_death_03_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_death_04_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_death_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_death_06_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_death_07_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_death_08_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_death_09.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_death_10_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_death_11.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_death_11_03.vcd" nodelay noscene } Rule axe_DeathIsJungleAxe_Rule { criteria Death Isaxe IsJungleAxe response axe_DeathIsJungleAxe } Response axe_DeathIsJungleAxeIsReincarnating { scene "scenes/axe/axe_jung_axe_fastres_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_fastres_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_laugh_03.vcd" nodelay noscene } Rule axe_DeathIsJungleAxeIsReincarnating_Rule { criteria Death Isaxe IsJungleAxe IsReincarnating response axe_DeathIsJungleAxeIsReincarnating } Response axe_Respawn { scene "scenes/axe/axe_axe_respawn_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_respawn_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_respawn_03.vcd" nodelay noscene scene "scenes/axe/axe_axe_respawn_04.vcd" nodelay noscene scene "scenes/axe/axe_axe_respawn_05.vcd" nodelay noscene scene "scenes/axe/axe_axe_respawn_06.vcd" nodelay noscene scene "scenes/axe/axe_axe_respawn_07.vcd" nodelay noscene scene "scenes/axe/axe_axe_respawn_08.vcd" nodelay noscene scene "scenes/axe/axe_axe_respawn_09.vcd" nodelay noscene scene "scenes/axe/axe_axe_respawn_10.vcd" nodelay noscene } Rule axe_Respawn_Rule { criteria Respawn Isaxe response axe_Respawn } Response axe_RespawnIsJungleAxe { scene "scenes/axe/axe_jung_axe_respawn_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_respawn_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_respawn_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_respawn_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_respawn_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_respawn_06.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_respawn_07.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_respawn_08_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_respawn_09.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_respawn_10.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_respawn_11.vcd" nodelay noscene } Rule axe_RespawnIsJungleAxe_Rule { criteria Respawn Isaxe IsJungleAxe response axe_RespawnIsJungleAxe } Response axe_Select { scene "scenes/axe/axe_axe_rare_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_rare_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_rare_03.vcd" nodelay noscene } Rule axe_Select_Rule { criteria Select Isaxe response axe_Select } Response axe_SelectIsJungleAxe { scene "scenes/axe/axe_jung_axe_wheel_all_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_wheel_all_02.vcd" nodelay noscene } Rule axe_SelectIsJungleAxe_Rule { criteria Select Isaxe IsJungleAxe response axe_SelectIsJungleAxe } Response axe_SelectIsJungleAxeChance_5% { scene "scenes/axe/axe_jung_axe_wheel_all_04.vcd" nodelay noscene speakonce } Rule axe_SelectIsJungleAxeChance_5%_Rule { criteria Select Isaxe IsJungleAxe Chance_5% response axe_SelectIsJungleAxeChance_5% } Response axe_PurchaseIsExpensiveItem { scene "scenes/axe/axe_axe_purch_01.vcd" nodelay noscene speakonce scene "scenes/axe/axe_axe_purch_02.vcd" nodelay noscene speakonce scene "scenes/axe/axe_axe_purch_03.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsExpensiveItem_Rule { criteria Purchase Isaxe IsExpensiveItem response axe_PurchaseIsExpensiveItem } Response axe_PurchaseIsUltimateScepter { scene "scenes/axe/axe_axe_purch_04.vcd" nodelay noscene speakonce scene "scenes/axe/axe_axe_purch_04.vcd" nodelay noscene speakonce scene "scenes/axe/axe_axe_purch_04.vcd" nodelay noscene speakonce scene "scenes/axe/axe_axe_purch_04.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsUltimateScepter_Rule { criteria Purchase Isaxe IsUltimateScepter response axe_PurchaseIsUltimateScepter } Response axe_PurchaseIsBlinkDagger { scene "scenes/axe/axe_axe_blink_01.vcd" nodelay noscene speakonce scene "scenes/axe/axe_axe_blink_02.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsBlinkDagger_Rule { criteria Purchase Isaxe IsBlinkDagger response axe_PurchaseIsBlinkDagger } Response axe_PurchaseIsHeart { scene "scenes/axe/axe_axe_happy_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_item_04.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsHeart_Rule { criteria Purchase Isaxe IsHeart response axe_PurchaseIsHeart } Response axe_PurchaseIsVanguard { scene "scenes/axe/axe_axe_item_01.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsVanguard_Rule { criteria Purchase Isaxe IsVanguard response axe_PurchaseIsVanguard } Response axe_PurchaseIsBladeMail { scene "scenes/axe/axe_axe_item_02.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsBladeMail_Rule { criteria Purchase Isaxe IsBladeMail response axe_PurchaseIsBladeMail } Response axe_PurchaseIsBlackKingBar { scene "scenes/axe/axe_axe_item_03.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsBlackKingBar_Rule { criteria Purchase Isaxe IsBlackKingBar response axe_PurchaseIsBlackKingBar } Response axe_PurchaseIsUrnOfShadows { scene "scenes/axe/axe_axe_item_05.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsUrnOfShadows_Rule { criteria Purchase Isaxe IsUrnOfShadows response axe_PurchaseIsUrnOfShadows } Response axe_PurchaseIsAssaultCuirass { scene "scenes/axe/axe_axe_item_06.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsAssaultCuirass_Rule { criteria Purchase Isaxe IsAssaultCuirass response axe_PurchaseIsAssaultCuirass } Response axe_PurchaseIsHoodOfDefiance { scene "scenes/axe/axe_axe_item_07.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsHoodOfDefiance_Rule { criteria Purchase Isaxe IsHoodOfDefiance response axe_PurchaseIsHoodOfDefiance } Response axe_PurchaseIsRadiance { scene "scenes/axe/axe_axe_item_08.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsRadiance_Rule { criteria Purchase Isaxe IsRadiance response axe_PurchaseIsRadiance } Response axe_PurchaseIsShiva { scene "scenes/axe/axe_axe_item_09.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsShiva_Rule { criteria Purchase Isaxe IsShiva response axe_PurchaseIsShiva } Response axe_PurchaseIsJungleAxeIsBlinkDagger { scene "scenes/axe/axe_jung_axe_blink_01.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_blink_02.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_blink_03.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsBlinkDagger_Rule { criteria Purchase Isaxe IsJungleAxe IsBlinkDagger response axe_PurchaseIsJungleAxeIsBlinkDagger } Response axe_PurchaseIsJungleAxeIsVanguard { scene "scenes/axe/axe_jung_axe_item_01.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsVanguard_Rule { criteria Purchase Isaxe IsJungleAxe IsVanguard response axe_PurchaseIsJungleAxeIsVanguard } Response axe_PurchaseIsJungleAxeIsBladeMail { scene "scenes/axe/axe_jung_axe_item_02.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsBladeMail_Rule { criteria Purchase Isaxe IsJungleAxe IsBladeMail response axe_PurchaseIsJungleAxeIsBladeMail } Response axe_PurchaseIsJungleAxeIsBlackKingBar { scene "scenes/axe/axe_jung_axe_item_03.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsBlackKingBar_Rule { criteria Purchase Isaxe IsJungleAxe IsBlackKingBar response axe_PurchaseIsJungleAxeIsBlackKingBar } Response axe_PurchaseIsJungleAxeIsHeart { scene "scenes/axe/axe_jung_axe_item_04.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsHeart_Rule { criteria Purchase Isaxe IsJungleAxe IsHeart response axe_PurchaseIsJungleAxeIsHeart } Response axe_PurchaseIsJungleAxeIsUrnOfShadows { scene "scenes/axe/axe_jung_axe_item_05.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsUrnOfShadows_Rule { criteria Purchase Isaxe IsJungleAxe IsUrnOfShadows response axe_PurchaseIsJungleAxeIsUrnOfShadows } Response axe_PurchaseIsJungleAxeIsAssaultCuirass { scene "scenes/axe/axe_jung_axe_item_06.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsAssaultCuirass_Rule { criteria Purchase Isaxe IsJungleAxe IsAssaultCuirass response axe_PurchaseIsJungleAxeIsAssaultCuirass } Response axe_PurchaseIsJungleAxeIsHoodOfDefiance { scene "scenes/axe/axe_jung_axe_item_07.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsHoodOfDefiance_Rule { criteria Purchase Isaxe IsJungleAxe IsHoodOfDefiance response axe_PurchaseIsJungleAxeIsHoodOfDefiance } Response axe_PurchaseIsJungleAxeIsRadiance { scene "scenes/axe/axe_jung_axe_item_08.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsRadiance_Rule { criteria Purchase Isaxe IsJungleAxe IsRadiance response axe_PurchaseIsJungleAxeIsRadiance } Response axe_PurchaseIsJungleAxeIsShiva { scene "scenes/axe/axe_jung_axe_item_09.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsShiva_Rule { criteria Purchase Isaxe IsJungleAxe IsShiva response axe_PurchaseIsJungleAxeIsShiva } Response axe_PurchaseIsJungleAxeIsSheepStick { scene "scenes/axe/axe_jung_axe_item_10.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsSheepStick_Rule { criteria Purchase Isaxe IsJungleAxe IsSheepStick response axe_PurchaseIsJungleAxeIsSheepStick } Response axe_PurchaseIsJungleAxeIsSphere { scene "scenes/axe/axe_jung_axe_item_11.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsSphere_Rule { criteria Purchase Isaxe IsJungleAxe IsSphere response axe_PurchaseIsJungleAxeIsSphere } Response axe_PurchaseIsJungleAxeIsDagon { scene "scenes/axe/axe_jung_axe_item_12.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsDagon_Rule { criteria Purchase Isaxe IsJungleAxe IsDagon response axe_PurchaseIsJungleAxeIsDagon } Response axe_PurchaseIsJungleAxeIsEulScepter { scene "scenes/axe/axe_jung_axe_item_13.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsEulScepter_Rule { criteria Purchase Isaxe IsJungleAxe IsEulScepter response axe_PurchaseIsJungleAxeIsEulScepter } Response axe_PurchaseIsJungleAxeIsOrchid { scene "scenes/axe/axe_jung_axe_item_14.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsOrchid_Rule { criteria Purchase Isaxe IsJungleAxe IsOrchid response axe_PurchaseIsJungleAxeIsOrchid } Response axe_PurchaseIsJungleAxeIsForceStaff { scene "scenes/axe/axe_jung_axe_item_15.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsForceStaff_Rule { criteria Purchase Isaxe IsJungleAxe IsForceStaff response axe_PurchaseIsJungleAxeIsForceStaff } Response axe_PurchaseIsJungleAxeIsSatanic { scene "scenes/axe/axe_jung_axe_item_16.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsSatanic_Rule { criteria Purchase Isaxe IsJungleAxe IsSatanic response axe_PurchaseIsJungleAxeIsSatanic } Response axe_PurchaseIsJungleAxeIsBloodthorn { scene "scenes/axe/axe_jung_axe_item_17.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsBloodthorn_Rule { criteria Purchase Isaxe IsJungleAxe IsBloodthorn response axe_PurchaseIsJungleAxeIsBloodthorn } Response axe_PurchaseIsJungleAxeIsOctarineCore { scene "scenes/axe/axe_jung_axe_item_18.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsOctarineCore_Rule { criteria Purchase Isaxe IsJungleAxe IsOctarineCore response axe_PurchaseIsJungleAxeIsOctarineCore } Response axe_PurchaseIsJungleAxeIsMjollnir { scene "scenes/axe/axe_jung_axe_item_19.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsMjollnir_Rule { criteria Purchase Isaxe IsJungleAxe IsMjollnir response axe_PurchaseIsJungleAxeIsMjollnir } Response axe_PurchaseIsJungleAxeIsAbyssalBlade { scene "scenes/axe/axe_jung_axe_item_20.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsAbyssalBlade_Rule { criteria Purchase Isaxe IsJungleAxe IsAbyssalBlade response axe_PurchaseIsJungleAxeIsAbyssalBlade } Response axe_PurchaseIsJungleAxeIsBasher { scene "scenes/axe/axe_jung_axe_item_21.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsBasher_Rule { criteria Purchase Isaxe IsJungleAxe IsBasher response axe_PurchaseIsJungleAxeIsBasher } Response axe_PurchaseIsJungleAxeIsSkadi { scene "scenes/axe/axe_jung_axe_item_22.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsSkadi_Rule { criteria Purchase Isaxe IsJungleAxe IsSkadi response axe_PurchaseIsJungleAxeIsSkadi } Response axe_PurchaseIsJungleAxeIsHurricanePike { scene "scenes/axe/axe_jung_axe_item_23.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsHurricanePike_Rule { criteria Purchase Isaxe IsJungleAxe IsHurricanePike response axe_PurchaseIsJungleAxeIsHurricanePike } Response axe_PurchaseIsJungleAxeIsDivineRapier { scene "scenes/axe/axe_jung_axe_item_24.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsDivineRapier_Rule { criteria Purchase Isaxe IsJungleAxe IsDivineRapier response axe_PurchaseIsJungleAxeIsDivineRapier } Response axe_PurchaseIsJungleAxeIsRefresher { scene "scenes/axe/axe_jung_axe_item_25.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsRefresher_Rule { criteria Purchase Isaxe IsJungleAxe IsRefresher response axe_PurchaseIsJungleAxeIsRefresher } Response axe_PurchaseIsJungleAxeIsButterfly { scene "scenes/axe/axe_jung_axe_item_26.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsButterfly_Rule { criteria Purchase Isaxe IsJungleAxe IsButterfly response axe_PurchaseIsJungleAxeIsButterfly } Response axe_PurchaseIsJungleAxeIsHandOfMidas { scene "scenes/axe/axe_jung_axe_item_27.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsHandOfMidas_Rule { criteria Purchase Isaxe IsJungleAxe IsHandOfMidas response axe_PurchaseIsJungleAxeIsHandOfMidas } Response axe_PurchaseIsJungleAxeIsManta { scene "scenes/axe/axe_jung_axe_item_28.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsManta_Rule { criteria Purchase Isaxe IsJungleAxe IsManta response axe_PurchaseIsJungleAxeIsManta } Response axe_PurchaseIsJungleAxeIsDaedalus { scene "scenes/axe/axe_jung_axe_item_29.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsDaedalus_Rule { criteria Purchase Isaxe IsJungleAxe IsDaedalus response axe_PurchaseIsJungleAxeIsDaedalus } Response axe_PurchaseIsJungleAxeIsDesolator { scene "scenes/axe/axe_jung_axe_item_30.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsDesolator_Rule { criteria Purchase Isaxe IsJungleAxe IsDesolator response axe_PurchaseIsJungleAxeIsDesolator } Response axe_PurchaseIsJungleAxeIsDiffusal { scene "scenes/axe/axe_jung_axe_item_31.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsDiffusal_Rule { criteria Purchase Isaxe IsJungleAxe IsDiffusal response axe_PurchaseIsJungleAxeIsDiffusal } Response axe_PurchaseIsJungleAxeIsEchoSabre { scene "scenes/axe/axe_jung_axe_item_32.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsEchoSabre_Rule { criteria Purchase Isaxe IsJungleAxe IsEchoSabre response axe_PurchaseIsJungleAxeIsEchoSabre } Response axe_PurchaseIsJungleAxeIsInvisSword { scene "scenes/axe/axe_jung_axe_item_33.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsInvisSword_Rule { criteria Purchase Isaxe IsJungleAxe IsInvisSword response axe_PurchaseIsJungleAxeIsInvisSword } Response axe_PurchaseIsJungleAxeIsHeavens { scene "scenes/axe/axe_jung_axe_item_34.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsHeavens_Rule { criteria Purchase Isaxe IsJungleAxe IsHeavens response axe_PurchaseIsJungleAxeIsHeavens } Response axe_PurchaseIsJungleAxeIsMonkeyKingBar { scene "scenes/axe/axe_jung_axe_item_35.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsMonkeyKingBar_Rule { criteria Purchase Isaxe IsJungleAxe IsMonkeyKingBar response axe_PurchaseIsJungleAxeIsMonkeyKingBar } Response axe_PurchaseIsJungleAxeIsGem { scene "scenes/axe/axe_jung_axe_item_36.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsGem_Rule { criteria Purchase Isaxe IsJungleAxe IsGem response axe_PurchaseIsJungleAxeIsGem } Response axe_PurchaseIsJungleAxeIsSangeAndYasha { scene "scenes/axe/axe_jung_axe_item_37.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsSangeAndYasha_Rule { criteria Purchase Isaxe IsJungleAxe IsSangeAndYasha response axe_PurchaseIsJungleAxeIsSangeAndYasha } Response axe_PurchaseIsJungleAxeIsKaya { scene "scenes/axe/axe_jung_axe_item_38.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsKaya_Rule { criteria Purchase Isaxe IsJungleAxe IsKaya response axe_PurchaseIsJungleAxeIsKaya } Response axe_PurchaseIsJungleAxeIsKayaAndSange { scene "scenes/axe/axe_jung_axe_item_39.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsKayaAndSange_Rule { criteria Purchase Isaxe IsJungleAxe IsKayaAndSange response axe_PurchaseIsJungleAxeIsKayaAndSange } Response axe_PurchaseIsJungleAxeIsYashaAndKaya { scene "scenes/axe/axe_jung_axe_item_40.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsYashaAndKaya_Rule { criteria Purchase Isaxe IsJungleAxe IsYashaAndKaya response axe_PurchaseIsJungleAxeIsYashaAndKaya } Response axe_PurchaseIsJungleAxeIsRodofAtos { scene "scenes/axe/axe_jung_axe_item_41.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsRodofAtos_Rule { criteria Purchase Isaxe IsJungleAxe IsRodofAtos response axe_PurchaseIsJungleAxeIsRodofAtos } Response axe_PurchaseIsJungleAxeIsNullifier { scene "scenes/axe/axe_jung_axe_item_42.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsNullifier_Rule { criteria Purchase Isaxe IsJungleAxe IsNullifier response axe_PurchaseIsJungleAxeIsNullifier } Response axe_PurchaseIsJungleAxeIsAeonDisk { scene "scenes/axe/axe_jung_axe_item_43.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsAeonDisk_Rule { criteria Purchase Isaxe IsJungleAxe IsAeonDisk response axe_PurchaseIsJungleAxeIsAeonDisk } Response axe_PurchaseIsJungleAxeIsSpiritVessel { scene "scenes/axe/axe_jung_axe_item_44.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsSpiritVessel_Rule { criteria Purchase Isaxe IsJungleAxe IsSpiritVessel response axe_PurchaseIsJungleAxeIsSpiritVessel } Response axe_PurchaseIsJungleAxeIsSilverEdge { scene "scenes/axe/axe_jung_axe_item_45.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsSilverEdge_Rule { criteria Purchase Isaxe IsJungleAxe IsSilverEdge response axe_PurchaseIsJungleAxeIsSilverEdge } Response axe_PurchaseIsJungleAxeIsMeteorHammer { scene "scenes/axe/axe_jung_axe_item_46.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsMeteorHammer_Rule { criteria Purchase Isaxe IsJungleAxe IsMeteorHammer response axe_PurchaseIsJungleAxeIsMeteorHammer } Response axe_PurchaseIsJungleAxeIsGhostScepter { scene "scenes/axe/axe_jung_axe_item_47.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsGhostScepter_Rule { criteria Purchase Isaxe IsJungleAxe IsGhostScepter response axe_PurchaseIsJungleAxeIsGhostScepter } Response axe_PurchaseIsJungleAxeIsEthereal { scene "scenes/axe/axe_jung_axe_item_48.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsEthereal_Rule { criteria Purchase Isaxe IsJungleAxe IsEthereal response axe_PurchaseIsJungleAxeIsEthereal } Response axe_PurchaseIsJungleAxeIsSolarCrest { scene "scenes/axe/axe_jung_axe_item_49.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsSolarCrest_Rule { criteria Purchase Isaxe IsJungleAxe IsSolarCrest response axe_PurchaseIsJungleAxeIsSolarCrest } Response axe_PurchaseIsJungleAxeIsLotusOrb { scene "scenes/axe/axe_jung_axe_item_50.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsLotusOrb_Rule { criteria Purchase Isaxe IsJungleAxe IsLotusOrb response axe_PurchaseIsJungleAxeIsLotusOrb } Response axe_PurchaseIsJungleAxeIsNecronomicon { scene "scenes/axe/axe_jung_axe_item_51.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsNecronomicon_Rule { criteria Purchase Isaxe IsJungleAxe IsNecronomicon response axe_PurchaseIsJungleAxeIsNecronomicon } Response axe_PurchaseIsJungleAxeIsGlimmerCape { scene "scenes/axe/axe_jung_axe_item_52.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsGlimmerCape_Rule { criteria Purchase Isaxe IsJungleAxe IsGlimmerCape response axe_PurchaseIsJungleAxeIsGlimmerCape } Response axe_PurchaseIsJungleAxeIsBloodStone { scene "scenes/axe/axe_jung_axe_item_53.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsBloodStone_Rule { criteria Purchase Isaxe IsJungleAxe IsBloodStone response axe_PurchaseIsJungleAxeIsBloodStone } Response axe_PurchaseIsJungleAxeIsAetherLens { scene "scenes/axe/axe_jung_axe_item_54.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsAetherLens_Rule { criteria Purchase Isaxe IsJungleAxe IsAetherLens response axe_PurchaseIsJungleAxeIsAetherLens } Response axe_PurchaseIsJungleAxeIsCrystalys { scene "scenes/axe/axe_jung_axe_item_55.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsCrystalys_Rule { criteria Purchase Isaxe IsJungleAxe IsCrystalys response axe_PurchaseIsJungleAxeIsCrystalys } Response axe_PurchaseIsJungleAxeIsExpensiveItem { scene "scenes/axe/axe_jung_axe_purch_01.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_purch_02.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_purch_03.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsExpensiveItem_Rule { criteria Purchase Isaxe IsJungleAxe IsExpensiveItem response axe_PurchaseIsJungleAxeIsExpensiveItem } Response axe_PurchaseIsJungleAxeIsUltimateScepter { scene "scenes/axe/axe_jung_axe_purch_04.vcd" nodelay noscene speakonce } Rule axe_PurchaseIsJungleAxeIsUltimateScepter_Rule { criteria Purchase Isaxe IsJungleAxe IsUltimateScepter response axe_PurchaseIsJungleAxeIsUltimateScepter } Response axe_Immortality { scene "scenes/axe/axe_axe_immort_01.vcd" nodelay noscene } Rule axe_Immortality_Rule { criteria Immortality Isaxe response axe_Immortality } Response axe_ImmortalityChance_25% { scene "scenes/axe/axe_axe_immort_02.vcd" nodelay noscene } Rule axe_ImmortalityChance_25%_Rule { criteria Immortality Isaxe Chance_25% response axe_ImmortalityChance_25% } Response axe_ImmortalityIsJungleAxe { scene "scenes/axe/axe_jung_axe_immort_01.vcd" nodelay noscene } Rule axe_ImmortalityIsJungleAxe_Rule { criteria Immortality Isaxe IsJungleAxe response axe_ImmortalityIsJungleAxe } Response axe_ImmortalityIsJungleAxeChance_25% { scene "scenes/axe/axe_jung_axe_immort_02.vcd" nodelay noscene } Rule axe_ImmortalityIsJungleAxeChance_25%_Rule { criteria Immortality Isaxe IsJungleAxe Chance_25% response axe_ImmortalityIsJungleAxeChance_25% } Response axe_Deny { scene "scenes/axe/axe_axe_deny_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_deny_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_deny_03.vcd" nodelay noscene scene "scenes/axe/axe_axe_deny_04.vcd" nodelay noscene scene "scenes/axe/axe_axe_deny_05.vcd" nodelay noscene scene "scenes/axe/axe_axe_deny_06.vcd" nodelay noscene scene "scenes/axe/axe_axe_deny_07.vcd" nodelay noscene scene "scenes/axe/axe_axe_deny_08.vcd" nodelay noscene scene "scenes/axe/axe_axe_deny_09.vcd" nodelay noscene scene "scenes/axe/axe_axe_deny_10.vcd" nodelay noscene scene "scenes/axe/axe_axe_deny_11.vcd" nodelay noscene scene "scenes/axe/axe_axe_deny_12.vcd" nodelay noscene scene "scenes/axe/axe_axe_deny_13.vcd" nodelay noscene scene "scenes/axe/axe_axe_deny_14.vcd" nodelay noscene } Rule axe_Deny_Rule { criteria Deny Isaxe response axe_Deny } Response axe_DenyIsJungleAxe { scene "scenes/axe/axe_jung_axe_deny_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_01_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_02_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_06.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_07.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_08.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_09.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_10.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_11.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_12.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_13.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_14_02.vcd" nodelay noscene } Rule axe_DenyIsJungleAxe_Rule { criteria Deny Isaxe IsJungleAxe response axe_DenyIsJungleAxe } Response axe_DenyIsJungleAxeIsSpeechPain { scene "scenes/axe/axe_jung_axe_deny_pain_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_pain_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_pain_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_pain_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_pain_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_pain_06.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_pain_07.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_pain_08.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_pain_09.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_pain_10.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_pain_11.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_pain_12.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_pain_13.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_deny_pain_14.vcd" nodelay noscene } Rule axe_DenyIsJungleAxeIsSpeechPain_Rule { criteria Deny Isaxe IsJungleAxe IsSpeechPain response axe_DenyIsJungleAxeIsSpeechPain } Response axe_LastHit { scene "scenes/axe/axe_axe_lasthit_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_lasthit_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_lasthit_04.vcd" nodelay noscene scene "scenes/axe/axe_axe_lasthit_05.vcd" nodelay noscene scene "scenes/axe/axe_axe_lasthit_06.vcd" nodelay noscene scene "scenes/axe/axe_axe_lasthit_07.vcd" nodelay noscene } Rule axe_LastHit_Rule { criteria LastHit Isaxe response axe_LastHit } Response axe_LastHitIsJungleAxe { scene "scenes/axe/axe_jung_axe_lasthit_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_lasthit_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_lasthit_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_lasthit_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_lasthit_06.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_lasthit_07.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_lasthit_08.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_lasthit_09.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_lasthit_10.vcd" nodelay noscene } Rule axe_LastHitIsJungleAxe_Rule { criteria LastHit Isaxe IsJungleAxe response axe_LastHitIsJungleAxe } Response axe_LastHitIsJungleAxeChance_5% { scene "scenes/axe/axe_jung_axe_lasthit_12.vcd" nodelay noscene speakonce } Rule axe_LastHitIsJungleAxeChance_5%_Rule { criteria LastHit Isaxe IsJungleAxe Chance_5% response axe_LastHitIsJungleAxeChance_5% } Response axe_LastHitIsJungleAxeIsSpeechPain { scene "scenes/axe/axe_jung_axe_lasthit_pain_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_lasthit_pain_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_lasthit_pain_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_lasthit_pain_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_lasthit_pain_07.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_lasthit_pain_08.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_lasthit_pain_09.vcd" nodelay noscene } Rule axe_LastHitIsJungleAxeIsSpeechPain_Rule { criteria LastHit Isaxe IsJungleAxe IsSpeechPain response axe_LastHitIsJungleAxeIsSpeechPain } Response axe_Defeat { scene "scenes/axe/axe_axe_lose_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_lose_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_lose_03.vcd" nodelay noscene scene "scenes/axe/axe_axe_lose_04.vcd" nodelay noscene scene "scenes/axe/axe_axe_lose_05.vcd" nodelay noscene } Rule axe_Defeat_Rule { criteria Defeat Isaxe response axe_Defeat } Response axe_DefeatIsJungleAxe { scene "scenes/axe/axe_jung_axe_lose_01_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_lose_02_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_lose_03_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_lose_04_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_lose_05_02.vcd" nodelay noscene } Rule axe_DefeatIsJungleAxe_Rule { criteria Defeat Isaxe IsJungleAxe response axe_DefeatIsJungleAxe } Response axe_Victory { scene "scenes/axe/axe_axe_win_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_win_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_win_03.vcd" nodelay noscene } Rule axe_Victory_Rule { criteria Victory Isaxe response axe_Victory } Response axe_VictoryIsJungleAxe { scene "scenes/axe/axe_jung_axe_win_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_win_01_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_win_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_win_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_win_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_win_05_02.vcd" nodelay noscene } Rule axe_VictoryIsJungleAxe_Rule { criteria Victory Isaxe IsJungleAxe response axe_VictoryIsJungleAxe } Response axe_Bottling { scene "scenes/axe/axe_axe_bottle_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_bottle_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_bottle_03.vcd" nodelay noscene scene "scenes/axe/axe_axe_bottle_04.vcd" nodelay noscene } Rule axe_Bottling_Rule { criteria Bottling Isaxe response axe_Bottling } Response axe_BottlingIsJungleAxe { scene "scenes/axe/axe_jung_axe_bottle_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_bottle_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_bottle_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_bottle_04.vcd" nodelay noscene } Rule axe_BottlingIsJungleAxe_Rule { criteria Bottling Isaxe IsJungleAxe response axe_BottlingIsJungleAxe } Response axe_PowerupIsPowerupHaste { scene "scenes/axe/axe_axe_haste_01.vcd" nodelay noscene } Rule axe_PowerupIsPowerupHaste_Rule { criteria Powerup Isaxe IsPowerupHaste response axe_PowerupIsPowerupHaste } Response axe_PowerupIsPowerupHasteChance_25% { scene "scenes/axe/axe_axe_haste_02.vcd" nodelay noscene } Rule axe_PowerupIsPowerupHasteChance_25%_Rule { criteria Powerup Isaxe IsPowerupHaste Chance_25% response axe_PowerupIsPowerupHasteChance_25% } Response axe_PowerupIsPowerupDoubleDamage { scene "scenes/axe/axe_axe_doubdam_01.vcd" nodelay noscene } Rule axe_PowerupIsPowerupDoubleDamage_Rule { criteria Powerup Isaxe IsPowerupDoubleDamage response axe_PowerupIsPowerupDoubleDamage } Response axe_PowerupIsPowerupDoubleDamageChance_25% { scene "scenes/axe/axe_axe_doubdam_02.vcd" nodelay noscene } Rule axe_PowerupIsPowerupDoubleDamageChance_25%_Rule { criteria Powerup Isaxe IsPowerupDoubleDamage Chance_25% response axe_PowerupIsPowerupDoubleDamageChance_25% } Response axe_PowerupIsPowerupRegeneration { scene "scenes/axe/axe_axe_regen_01.vcd" nodelay noscene } Rule axe_PowerupIsPowerupRegeneration_Rule { criteria Powerup Isaxe IsPowerupRegeneration response axe_PowerupIsPowerupRegeneration } Response axe_PowerupIsPowerupIllusion { scene "scenes/axe/axe_axe_illus_01.vcd" nodelay noscene } Rule axe_PowerupIsPowerupIllusion_Rule { criteria Powerup Isaxe IsPowerupIllusion response axe_PowerupIsPowerupIllusion } Response axe_PowerupIsPowerupIllusionChance_25% { scene "scenes/axe/axe_axe_illus_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_illus_03.vcd" nodelay noscene } Rule axe_PowerupIsPowerupIllusionChance_25%_Rule { criteria Powerup Isaxe IsPowerupIllusion Chance_25% response axe_PowerupIsPowerupIllusionChance_25% } Response axe_PowerupIsPowerupInvisibility { scene "scenes/axe/axe_axe_invis_01.vcd" nodelay noscene } Rule axe_PowerupIsPowerupInvisibility_Rule { criteria Powerup Isaxe IsPowerupInvisibility response axe_PowerupIsPowerupInvisibility } Response axe_PowerupIsPowerupInvisibilityChance_25% { scene "scenes/axe/axe_axe_invis_02.vcd" nodelay noscene } Rule axe_PowerupIsPowerupInvisibilityChance_25%_Rule { criteria Powerup Isaxe IsPowerupInvisibility Chance_25% response axe_PowerupIsPowerupInvisibilityChance_25% } Response axe_PowerupIsPowerupBounty { scene "scenes/axe/axe_axe_happy_01.vcd" nodelay noscene respeakdelay 300 } Rule axe_PowerupIsPowerupBounty_Rule { criteria Powerup Isaxe IsPowerupBounty response axe_PowerupIsPowerupBounty } Response axe_PowerupIsPowerupArcane { scene "scenes/axe/axe_axe_drop_common_01.vcd" nodelay noscene respeakdelay 300 } Rule axe_PowerupIsPowerupArcane_Rule { criteria Powerup Isaxe IsPowerupArcane response axe_PowerupIsPowerupArcane } Response axe_PowerupIsJungleAxeIsPowerupArcane { scene "scenes/axe/axe_jung_axe_arcane_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_arcane_02.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_drop_common_01.vcd" nodelay noscene respeakdelay 300 } Rule axe_PowerupIsJungleAxeIsPowerupArcane_Rule { criteria Powerup Isaxe IsJungleAxe IsPowerupArcane response axe_PowerupIsJungleAxeIsPowerupArcane } Response axe_PowerupIsJungleAxeIsPowerupBounty { scene "scenes/axe/axe_jung_axe_bounty_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_bounty_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_happy_01.vcd" nodelay noscene respeakdelay 300 } Rule axe_PowerupIsJungleAxeIsPowerupBounty_Rule { criteria Powerup Isaxe IsJungleAxe IsPowerupBounty response axe_PowerupIsJungleAxeIsPowerupBounty } Response axe_PowerupIsJungleAxeIsPowerupDoubleDamage { scene "scenes/axe/axe_jung_axe_doubdam_01.vcd" nodelay noscene } Rule axe_PowerupIsJungleAxeIsPowerupDoubleDamage_Rule { criteria Powerup Isaxe IsJungleAxe IsPowerupDoubleDamage response axe_PowerupIsJungleAxeIsPowerupDoubleDamage } Response axe_PowerupIsJungleAxeIsPowerupDoubleDamageChance_25% { scene "scenes/axe/axe_jung_axe_doubdam_02.vcd" nodelay noscene } Rule axe_PowerupIsJungleAxeIsPowerupDoubleDamageChance_25%_Rule { criteria Powerup Isaxe IsJungleAxe IsPowerupDoubleDamage Chance_25% response axe_PowerupIsJungleAxeIsPowerupDoubleDamageChance_25% } Response axe_PowerupIsJungleAxeIsPowerupHaste { scene "scenes/axe/axe_jung_axe_haste_01.vcd" nodelay noscene } Rule axe_PowerupIsJungleAxeIsPowerupHaste_Rule { criteria Powerup Isaxe IsJungleAxe IsPowerupHaste response axe_PowerupIsJungleAxeIsPowerupHaste } Response axe_PowerupIsJungleAxeIsPowerupHasteChance_25% { scene "scenes/axe/axe_jung_axe_haste_02.vcd" nodelay noscene } Rule axe_PowerupIsJungleAxeIsPowerupHasteChance_25%_Rule { criteria Powerup Isaxe IsJungleAxe IsPowerupHaste Chance_25% response axe_PowerupIsJungleAxeIsPowerupHasteChance_25% } Response axe_PowerupIsJungleAxeIsPowerupIllusion { scene "scenes/axe/axe_jung_axe_illus_01.vcd" nodelay noscene } Rule axe_PowerupIsJungleAxeIsPowerupIllusion_Rule { criteria Powerup Isaxe IsJungleAxe IsPowerupIllusion response axe_PowerupIsJungleAxeIsPowerupIllusion } Response axe_PowerupIsJungleAxeIsPowerupIllusionChance_25% { scene "scenes/axe/axe_jung_axe_illus_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_illus_03.vcd" nodelay noscene } Rule axe_PowerupIsJungleAxeIsPowerupIllusionChance_25%_Rule { criteria Powerup Isaxe IsJungleAxe IsPowerupIllusion Chance_25% response axe_PowerupIsJungleAxeIsPowerupIllusionChance_25% } Response axe_PowerupIsJungleAxeIsPowerupInvisibility { scene "scenes/axe/axe_jung_axe_invis_01.vcd" nodelay noscene } Rule axe_PowerupIsJungleAxeIsPowerupInvisibility_Rule { criteria Powerup Isaxe IsJungleAxe IsPowerupInvisibility response axe_PowerupIsJungleAxeIsPowerupInvisibility } Response axe_PowerupIsJungleAxeIsPowerupInvisibilityChance_25% { scene "scenes/axe/axe_jung_axe_invis_02.vcd" nodelay noscene } Rule axe_PowerupIsJungleAxeIsPowerupInvisibilityChance_25%_Rule { criteria Powerup Isaxe IsJungleAxe IsPowerupInvisibility Chance_25% response axe_PowerupIsJungleAxeIsPowerupInvisibilityChance_25% } Response axe_PowerupIsJungleAxeIsPowerupRegeneration { scene "scenes/axe/axe_jung_axe_regen_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_regen_02.vcd" nodelay noscene speakonce } Rule axe_PowerupIsJungleAxeIsPowerupRegeneration_Rule { criteria Powerup Isaxe IsJungleAxe IsPowerupRegeneration response axe_PowerupIsJungleAxeIsPowerupRegeneration } Response axe_LevelUp { scene "scenes/axe/axe_axe_level_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_level_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_level_03.vcd" nodelay noscene scene "scenes/axe/axe_axe_level_04.vcd" nodelay noscene scene "scenes/axe/axe_axe_level_05.vcd" nodelay noscene scene "scenes/axe/axe_axe_level_06.vcd" nodelay noscene scene "scenes/axe/axe_axe_level_07.vcd" nodelay noscene scene "scenes/axe/axe_axe_level_08.vcd" nodelay noscene scene "scenes/axe/axe_axe_level_09.vcd" nodelay noscene scene "scenes/axe/axe_axe_level_10.vcd" nodelay noscene scene "scenes/axe/axe_axe_level_11.vcd" nodelay noscene } Rule axe_LevelUp_Rule { criteria LevelUp Isaxe response axe_LevelUp } Response axe_LevelUpIsJungleAxe { scene "scenes/axe/axe_jung_axe_level_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_level_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_level_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_level_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_level_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_level_06.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_level_07.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_level_08.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_level_09.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_level_10.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_level_11.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_level_12.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_level_13.vcd" nodelay noscene } Rule axe_LevelUpIsJungleAxe_Rule { criteria LevelUp Isaxe IsJungleAxe response axe_LevelUpIsJungleAxe } Response axe_Pain { scene "scenes/axe/axe_axe_pain_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_pain_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_pain_03.vcd" nodelay noscene scene "scenes/axe/axe_axe_pain_04.vcd" nodelay noscene scene "scenes/axe/axe_axe_pain_05.vcd" nodelay noscene scene "scenes/axe/axe_axe_pain_06.vcd" nodelay noscene scene "scenes/axe/axe_axe_pain_07.vcd" nodelay noscene } Rule axe_Pain_Rule { criteria Pain Isaxe response axe_Pain } Response axe_PainChance_25% { scene "scenes/axe/axe_axe_underattack_01.vcd" nodelay noscene respeakdelay 120 } Rule axe_PainChance_25%_Rule { criteria Pain Isaxe Chance_25% response axe_PainChance_25% } Response axe_PainIsJungleAxe { scene "scenes/axe/axe_jung_axe_pain_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_pain_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_pain_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_pain_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_pain_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_pain_08.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_pain_09.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_pain_10.vcd" nodelay noscene } Rule axe_PainIsJungleAxe_Rule { criteria Pain Isaxe IsJungleAxe response axe_PainIsJungleAxe } Response axe_PainIsJungleAxeChance_25% { scene "scenes/axe/axe_jung_axe_underattack_01.vcd" nodelay noscene respeakdelay 120 scene "scenes/axe/axe_jung_axe_underattack_02.vcd" nodelay noscene respeakdelay 120 } Rule axe_PainIsJungleAxeChance_25%_Rule { criteria Pain Isaxe IsJungleAxe Chance_25% response axe_PainIsJungleAxeChance_25% } Response axe_CooldownLittleNag { scene "scenes/axe/axe_axe_notyet_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_notyet_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_notyet_03.vcd" nodelay noscene } Rule axe_CooldownLittleNag_Rule { criteria Cooldown Isaxe LittleNag response axe_CooldownLittleNag } Response axe_CooldownMediumNag { scene "scenes/axe/axe_axe_notyet_04.vcd" nodelay noscene scene "scenes/axe/axe_axe_notyet_05.vcd" nodelay noscene scene "scenes/axe/axe_axe_notyet_06.vcd" nodelay noscene } Rule axe_CooldownMediumNag_Rule { criteria Cooldown Isaxe MediumNag response axe_CooldownMediumNag } Response axe_CooldownSuperNag { scene "scenes/axe/axe_axe_notyet_07.vcd" nodelay noscene scene "scenes/axe/axe_axe_notyet_08.vcd" nodelay noscene scene "scenes/axe/axe_axe_notyet_09.vcd" nodelay noscene } Rule axe_CooldownSuperNag_Rule { criteria Cooldown Isaxe SuperNag response axe_CooldownSuperNag } Response axe_CooldownIsJungleAxeLittleNag { scene "scenes/axe/axe_jung_axe_notyet_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_notyet_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_notyet_03.vcd" nodelay noscene } Rule axe_CooldownIsJungleAxeLittleNag_Rule { criteria Cooldown Isaxe IsJungleAxe LittleNag response axe_CooldownIsJungleAxeLittleNag } Response axe_CooldownIsJungleAxeMediumNag { scene "scenes/axe/axe_jung_axe_notyet_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_notyet_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_notyet_06.vcd" nodelay noscene } Rule axe_CooldownIsJungleAxeMediumNag_Rule { criteria Cooldown Isaxe IsJungleAxe MediumNag response axe_CooldownIsJungleAxeMediumNag } Response axe_CooldownIsJungleAxeSuperNag { scene "scenes/axe/axe_jung_axe_notyet_07.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_notyet_08.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_notyet_09.vcd" nodelay noscene } Rule axe_CooldownIsJungleAxeSuperNag_Rule { criteria Cooldown Isaxe IsJungleAxe SuperNag response axe_CooldownIsJungleAxeSuperNag } Response axe_NoManaLittleNag { scene "scenes/axe/axe_axe_nomana_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_nomana_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_nomana_03.vcd" nodelay noscene } Rule axe_NoManaLittleNag_Rule { criteria NoMana Isaxe LittleNag response axe_NoManaLittleNag } Response axe_NoManaMediumNag { scene "scenes/axe/axe_axe_nomana_04.vcd" nodelay noscene scene "scenes/axe/axe_axe_nomana_05.vcd" nodelay noscene scene "scenes/axe/axe_axe_nomana_06.vcd" nodelay noscene } Rule axe_NoManaMediumNag_Rule { criteria NoMana Isaxe MediumNag response axe_NoManaMediumNag } Response axe_NoManaSuperNag { scene "scenes/axe/axe_axe_nomana_07.vcd" nodelay noscene scene "scenes/axe/axe_axe_nomana_08.vcd" nodelay noscene scene "scenes/axe/axe_axe_nomana_09.vcd" nodelay noscene } Rule axe_NoManaSuperNag_Rule { criteria NoMana Isaxe SuperNag response axe_NoManaSuperNag } Response axe_NoManaIsJungleAxeLittleNag { scene "scenes/axe/axe_jung_axe_nomana_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_nomana_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_nomana_03.vcd" nodelay noscene } Rule axe_NoManaIsJungleAxeLittleNag_Rule { criteria NoMana Isaxe IsJungleAxe LittleNag response axe_NoManaIsJungleAxeLittleNag } Response axe_NoManaIsJungleAxeMediumNag { scene "scenes/axe/axe_jung_axe_nomana_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_nomana_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_nomana_06.vcd" nodelay noscene } Rule axe_NoManaIsJungleAxeMediumNag_Rule { criteria NoMana Isaxe IsJungleAxe MediumNag response axe_NoManaIsJungleAxeMediumNag } Response axe_NoManaIsJungleAxeSuperNag { scene "scenes/axe/axe_jung_axe_nomana_07.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_nomana_08.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_nomana_09.vcd" nodelay noscene } Rule axe_NoManaIsJungleAxeSuperNag_Rule { criteria NoMana Isaxe IsJungleAxe SuperNag response axe_NoManaIsJungleAxeSuperNag } Response axe_ItemDropIsCommonDrop { scene "scenes/axe/axe_axe_happy_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_drop_common_01.vcd" nodelay noscene } Rule axe_ItemDropIsCommonDrop_Rule { criteria ItemDrop Isaxe IsCommonDrop response axe_ItemDropIsCommonDrop } Response axe_ItemDropIsUltraRareDrop { scene "scenes/axe/axe_axe_happy_05.vcd" nodelay noscene scene "scenes/axe/axe_axe_drop_rare_01.vcd" nodelay noscene } Rule axe_ItemDropIsUltraRareDrop_Rule { criteria ItemDrop Isaxe IsUltraRareDrop response axe_ItemDropIsUltraRareDrop } Response axe_ItemDropIsRareDrop { scene "scenes/axe/axe_axe_happy_07.vcd" nodelay noscene scene "scenes/axe/axe_axe_drop_medium_01.vcd" nodelay noscene } Rule axe_ItemDropIsRareDrop_Rule { criteria ItemDrop Isaxe IsRareDrop response axe_ItemDropIsRareDrop } Response axe_ItemDropIsJungleAxeIsCommonDrop { scene "scenes/axe/axe_jung_axe_drop_common_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_happy_madness_05.vcd" nodelay noscene } Rule axe_ItemDropIsJungleAxeIsCommonDrop_Rule { criteria ItemDrop Isaxe IsJungleAxe IsCommonDrop response axe_ItemDropIsJungleAxeIsCommonDrop } Response axe_ItemDropIsJungleAxeIsRareDrop { scene "scenes/axe/axe_jung_axe_drop_medium_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_happy_07.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_happy_16.vcd" nodelay noscene } Rule axe_ItemDropIsJungleAxeIsRareDrop_Rule { criteria ItemDrop Isaxe IsJungleAxe IsRareDrop response axe_ItemDropIsJungleAxeIsRareDrop } Response axe_ItemDropIsJungleAxeIsUltraRareDrop { scene "scenes/axe/axe_jung_axe_drop_rare_01_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_happy_05.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_happy_12.vcd" nodelay noscene } Rule axe_ItemDropIsJungleAxeIsUltraRareDrop_Rule { criteria ItemDrop Isaxe IsJungleAxe IsUltraRareDrop response axe_ItemDropIsJungleAxeIsUltraRareDrop } Response axe_Thanks { scene "scenes/axe/axe_axe_happy_03.vcd" nodelay noscene scene "scenes/axe/axe_axe_happy_06.vcd" nodelay noscene scene "scenes/axe/axe_axe_thanks_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_thanks_02.vcd" nodelay noscene } Rule axe_Thanks_Rule { criteria Thanks Isaxe response axe_Thanks } Response axe_ThanksIsJungleAxe { scene "scenes/axe/axe_jung_axe_happy_06.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_happy_13.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_thanks_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_thanks_02.vcd" nodelay noscene } Rule axe_ThanksIsJungleAxe_Rule { criteria Thanks Isaxe IsJungleAxe response axe_ThanksIsJungleAxe } Response axe_InTheBag { scene "scenes/axe/axe_axe_inthebag_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_inthebag_02.vcd" nodelay noscene } Rule axe_InTheBag_Rule { criteria InTheBag Isaxe response axe_InTheBag } Response axe_InTheBagIsJungleAxe { scene "scenes/axe/axe_jung_axe_inthebag_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_inthebag_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_inthebag_03.vcd" nodelay noscene } Rule axe_InTheBagIsJungleAxe_Rule { criteria InTheBag Isaxe IsJungleAxe response axe_InTheBagIsJungleAxe } Response axe_EmoteIsEmoteLaugh { scene "scenes/axe/axe_axe_laugh_01.vcd" nodelay noscene scene "scenes/axe/axe_axe_laugh_02.vcd" nodelay noscene scene "scenes/axe/axe_axe_laugh_03.vcd" nodelay noscene scene "scenes/axe/axe_axe_laugh_04.vcd" nodelay noscene scene "scenes/axe/axe_axe_laugh_05.vcd" nodelay noscene } Rule axe_EmoteIsEmoteLaugh_Rule { criteria Emote Isaxe IsEmoteLaugh response axe_EmoteIsEmoteLaugh } Response axe_EmoteIsJungleAxeIsEmoteLaugh { scene "scenes/axe/axe_jung_axe_laugh_01.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_laugh_02.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_laugh_03.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_laugh_04.vcd" nodelay noscene scene "scenes/axe/axe_jung_axe_laugh_05.vcd" nodelay noscene } Rule axe_EmoteIsJungleAxeIsEmoteLaugh_Rule { criteria Emote Isaxe IsJungleAxe IsEmoteLaugh response axe_EmoteIsJungleAxeIsEmoteLaugh } Response axe_MissingIsLaneTop { scene "scenes/axe/axe_axe_missing_lane_01.vcd" nodelay noscene } Rule axe_MissingIsLaneTop_Rule { criteria Missing Isaxe IsLaneTop response axe_MissingIsLaneTop } Response axe_MissingIsLaneMid { scene "scenes/axe/axe_axe_missing_lane_02.vcd" nodelay noscene } Rule axe_MissingIsLaneMid_Rule { criteria Missing Isaxe IsLaneMid response axe_MissingIsLaneMid } Response axe_MissingIsLaneBot { scene "scenes/axe/axe_axe_missing_lane_03.vcd" nodelay noscene } Rule axe_MissingIsLaneBot_Rule { criteria Missing Isaxe IsLaneBot response axe_MissingIsLaneBot } Response axe_MissingIsJungleAxeIsLaneTop { scene "scenes/axe/axe_jung_axe_missing_lane_01.vcd" nodelay noscene } Rule axe_MissingIsJungleAxeIsLaneTop_Rule { criteria Missing Isaxe IsJungleAxe IsLaneTop response axe_MissingIsJungleAxeIsLaneTop } Response axe_MissingIsJungleAxeIsLaneMid { scene "scenes/axe/axe_jung_axe_missing_lane_02.vcd" nodelay noscene } Rule axe_MissingIsJungleAxeIsLaneMid_Rule { criteria Missing Isaxe IsJungleAxe IsLaneMid response axe_MissingIsJungleAxeIsLaneMid } Response axe_MissingIsJungleAxeIsLaneBot { scene "scenes/axe/axe_jung_axe_missing_lane_03.vcd" nodelay noscene } Rule axe_MissingIsJungleAxeIsLaneBot_Rule { criteria Missing Isaxe IsJungleAxe IsLaneBot response axe_MissingIsJungleAxeIsLaneBot } Response axe_AllyNearIsAllyDisruptorEarlyGame { scene "scenes/axe/axe_axe_ally_01.vcd" nodelay noscene speakonce scene "scenes/axe/axe_axe_ally_02.vcd" nodelay noscene speakonce scene "scenes/axe/axe_axe_ally_03.vcd" nodelay noscene speakonce scene "scenes/axe/axe_axe_ally_04.vcd" nodelay noscene speakonce } Rule axe_AllyNearIsAllyDisruptorEarlyGame_Rule { criteria AllyNear Isaxe IsAllyDisruptor EarlyGame response axe_AllyNearIsAllyDisruptorEarlyGame } Response axe_AllyNearIsAllyWarlockEarlyGame { scene "scenes/axe/axe_axe_ally_05.vcd" nodelay noscene speakonce scene "scenes/axe/axe_axe_ally_06.vcd" nodelay noscene speakonce scene "scenes/axe/axe_axe_ally_07.vcd" nodelay noscene speakonce } Rule axe_AllyNearIsAllyWarlockEarlyGame_Rule { criteria AllyNear Isaxe IsAllyWarlock EarlyGame response axe_AllyNearIsAllyWarlockEarlyGame } Response axe_AllyNearIsAllyFaceless_VoidEarlyGame { scene "scenes/axe/axe_axe_ally_08.vcd" nodelay noscene speakonce scene "scenes/axe/axe_axe_ally_09.vcd" nodelay noscene speakonce } Rule axe_AllyNearIsAllyFaceless_VoidEarlyGame_Rule { criteria AllyNear Isaxe IsAllyFaceless_Void EarlyGame response axe_AllyNearIsAllyFaceless_VoidEarlyGame } Response axe_AllyNearIsAllyUndyingEarlyGame { scene "scenes/axe/axe_axe_ally_10.vcd" nodelay noscene speakonce } Rule axe_AllyNearIsAllyUndyingEarlyGame_Rule { criteria AllyNear Isaxe IsAllyUndying EarlyGame response axe_AllyNearIsAllyUndyingEarlyGame } Response axe_AllyNearIsAllyTreantEarlyGame { scene "scenes/axe/axe_axe_ally_11.vcd" nodelay noscene speakonce } Rule axe_AllyNearIsAllyTreantEarlyGame_Rule { criteria AllyNear Isaxe IsAllyTreant EarlyGame response axe_AllyNearIsAllyTreantEarlyGame } Response axe_AllyNearIsAllyWitchDoctorEarlyGame { scene "scenes/axe/axe_axe_ally_12.vcd" nodelay noscene speakonce } Rule axe_AllyNearIsAllyWitchDoctorEarlyGame_Rule { criteria AllyNear Isaxe IsAllyWitchDoctor EarlyGame response axe_AllyNearIsAllyWitchDoctorEarlyGame } Response axe_AllyNearIsAllyTinkerEarlyGame { scene "scenes/axe/axe_axe_ally_13.vcd" nodelay noscene speakonce } Rule axe_AllyNearIsAllyTinkerEarlyGame_Rule { criteria AllyNear Isaxe IsAllyTinker EarlyGame response axe_AllyNearIsAllyTinkerEarlyGame } Response axe_AllyNearIsJungleAxeIsAllyDisruptorEarlyGame { scene "scenes/axe/axe_jung_axe_ally_01.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_ally_02.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_ally_03.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_ally_04.vcd" nodelay noscene speakonce } Rule axe_AllyNearIsJungleAxeIsAllyDisruptorEarlyGame_Rule { criteria AllyNear Isaxe IsJungleAxe IsAllyDisruptor EarlyGame response axe_AllyNearIsJungleAxeIsAllyDisruptorEarlyGame } Response axe_AllyNearIsJungleAxeIsAllyWarlockEarlyGame { scene "scenes/axe/axe_jung_axe_ally_05.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_ally_06.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_ally_07.vcd" nodelay noscene speakonce } Rule axe_AllyNearIsJungleAxeIsAllyWarlockEarlyGame_Rule { criteria AllyNear Isaxe IsJungleAxe IsAllyWarlock EarlyGame response axe_AllyNearIsJungleAxeIsAllyWarlockEarlyGame } Response axe_AllyNearIsJungleAxeIsAllyFaceless_VoidEarlyGame { scene "scenes/axe/axe_jung_axe_ally_08.vcd" nodelay noscene speakonce scene "scenes/axe/axe_jung_axe_ally_09.vcd" nodelay noscene speakonce } Rule axe_AllyNearIsJungleAxeIsAllyFaceless_VoidEarlyGame_Rule { criteria AllyNear Isaxe IsJungleAxe IsAllyFaceless_Void EarlyGame response axe_AllyNearIsJungleAxeIsAllyFaceless_VoidEarlyGame } Response axe_AllyNearIsJungleAxeIsAllyUndyingEarlyGame { scene "scenes/axe/axe_jung_axe_ally_10.vcd" nodelay noscene speakonce } Rule axe_AllyNearIsJungleAxeIsAllyUndyingEarlyGame_Rule { criteria AllyNear Isaxe IsJungleAxe IsAllyUndying EarlyGame response axe_AllyNearIsJungleAxeIsAllyUndyingEarlyGame } Response axe_AllyNearIsJungleAxeIsAllyTreantEarlyGame { scene "scenes/axe/axe_jung_axe_ally_11.vcd" nodelay noscene speakonce } Rule axe_AllyNearIsJungleAxeIsAllyTreantEarlyGame_Rule { criteria AllyNear Isaxe IsJungleAxe IsAllyTreant EarlyGame response axe_AllyNearIsJungleAxeIsAllyTreantEarlyGame } Response axe_AllyNearIsJungleAxeIsAllyWitchDoctorEarlyGame { scene "scenes/axe/axe_jung_axe_ally_12.vcd" nodelay noscene speakonce } Rule axe_AllyNearIsJungleAxeIsAllyWitchDoctorEarlyGame_Rule { criteria AllyNear Isaxe IsJungleAxe IsAllyWitchDoctor EarlyGame response axe_AllyNearIsJungleAxeIsAllyWitchDoctorEarlyGame } Response axe_AllyNearIsJungleAxeIsAllyTinkerEarlyGame { scene "scenes/axe/axe_jung_axe_ally_13.vcd" nodelay noscene speakonce } Rule axe_AllyNearIsJungleAxeIsAllyTinkerEarlyGame_Rule { criteria AllyNear Isaxe IsJungleAxe IsAllyTinker EarlyGame response axe_AllyNearIsJungleAxeIsAllyTinkerEarlyGame } Response axe_AllyNearIsJungleAxeIsAllyTuskEarlyGame { scene "scenes/axe/axe_jung_axe_ally_14.vcd" nodelay noscene speakonce } Rule axe_AllyNearIsJungleAxeIsAllyTuskEarlyGame_Rule { criteria AllyNear Isaxe IsJungleAxe IsAllyTusk EarlyGame response axe_AllyNearIsJungleAxeIsAllyTuskEarlyGame } Response axe_TauntIsAxeTauntComeAndGetIt { scene "scenes/axe/axe_axe_ability_berserk_02.vcd" nodelay noscene } Rule axe_TauntIsAxeTauntComeAndGetIt_Rule { criteria Taunt Isaxe IsAxeTauntComeAndGetIt response axe_TauntIsAxeTauntComeAndGetIt } Response axe_TauntIsAxeTauntGoodDaySir { scene "scenes/axe/axe_axe_deny_16.vcd" nodelay noscene } Rule axe_TauntIsAxeTauntGoodDaySir_Rule { criteria Taunt Isaxe IsAxeTauntGoodDaySir response axe_TauntIsAxeTauntGoodDaySir } Response axe_TauntIsAxeTauntComeAtMeBro { scene "scenes/axe/axe_axe_kill_19.vcd" nodelay noscene } Rule axe_TauntIsAxeTauntComeAtMeBro_Rule { criteria Taunt Isaxe IsAxeTauntComeAtMeBro response axe_TauntIsAxeTauntComeAtMeBro } Response axe_TauntIsJungleAxeIsAxeTauntComeAndGetIt { scene "scenes/axe/axe_jung_axe_ability_berserk_02.vcd" nodelay noscene } Rule axe_TauntIsJungleAxeIsAxeTauntComeAndGetIt_Rule { criteria Taunt Isaxe IsJungleAxe IsAxeTauntComeAndGetIt response axe_TauntIsJungleAxeIsAxeTauntComeAndGetIt } Response axe_EnemyNearIsJungleAxeChance_40% { scene "scenes/axe/axe_jung_axe_wheel_thanks_01.vcd" nodelay noscene speakonce } Rule axe_EnemyNearIsJungleAxeChance_40%_Rule { criteria EnemyNear Isaxe IsJungleAxe Chance_40% response axe_EnemyNearIsJungleAxeChance_40% }