criterion "Ischen" "classname" "npc_dota_hero_chen" weight 5 required criterion "IsEnemychen" "targetclassname" "npc_dota_hero_chen" weight 5 required criterion "IsAllychen" "nearby_ally" "npc_dota_hero_chen" weight 5 required criterion "IsAbilityHandOfGod" "abilityname" "chen_hand_of_god" weight 5 required criterion "IsAbilityPenitence" "abilityname" "chen_penitence" weight 5 required criterion "IsAbilityHolyPersuasion" "abilityname" "chen_holy_persuasion" weight 5 required criterion "IsAbilityDivineFavor" "abilityname" "chen_divine_favor" weight 5 required criterion "ShouldCommentOnPersuasion" "persuasion_target" "1" weight 5 required criterion "HolyPersuasionMax" "skill4_level" "4" weight 5 required criterion "IsChenLoadoutSpawn" "special_spawn" "chen_loadout_spawn" weight 5 required Response chen_Spawn { scene "scenes/chen/chen_chen_spawn_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_spawn_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_spawn_03.vcd" nodelay noscene scene "scenes/chen/chen_chen_spawn_04.vcd" nodelay noscene scene "scenes/chen/chen_chen_spawn_05.vcd" nodelay noscene } Rule chen_Spawn_Rule { criteria Spawn Ischen response chen_Spawn } Response chen_CustomIsGameStart { scene "scenes/chen/chen_chen_battlebegins_01.vcd" nodelay noscene } Rule chen_CustomIsGameStart_Rule { criteria Custom Ischen IsGameStart response chen_CustomIsGameStart } Response chen_CustomIsChenLoadoutSpawn { scene "scenes/chen/chen_chen_spawn_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_spawn_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_spawn_03.vcd" nodelay noscene scene "scenes/chen/chen_chen_spawn_04.vcd" nodelay noscene scene "scenes/chen/chen_chen_spawn_05.vcd" nodelay noscene scene "scenes/chen/chen_chen_move_04.vcd" nodelay noscene scene "scenes/chen/chen_chen_move_05.vcd" nodelay noscene scene "scenes/chen/chen_chen_level_05.vcd" nodelay noscene scene "scenes/chen/chen_chen_respawn_06.vcd" nodelay noscene scene "scenes/chen/chen_chen_attack_03.vcd" nodelay noscene scene "scenes/chen/chen_chen_cast_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_cast_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_cast_03.vcd" nodelay noscene } Rule chen_CustomIsChenLoadoutSpawn_Rule { criteria Custom Ischen IsChenLoadoutSpawn response chen_CustomIsChenLoadoutSpawn } Response chen_KillIsFirstBlood { scene "scenes/chen/chen_chen_firstblood_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_firstblood_02.vcd" nodelay noscene } Rule chen_KillIsFirstBlood_Rule { criteria Kill Ischen IsFirstBlood response chen_KillIsFirstBlood } Response chen_Kill { scene "scenes/chen/chen_chen_ability_penit_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_ability_test_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_ability_test_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_kill_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_kill_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_kill_03.vcd" nodelay noscene scene "scenes/chen/chen_chen_kill_04.vcd" nodelay noscene scene "scenes/chen/chen_chen_kill_05.vcd" nodelay noscene scene "scenes/chen/chen_chen_kill_06.vcd" nodelay noscene scene "scenes/chen/chen_chen_kill_07.vcd" nodelay noscene scene "scenes/chen/chen_chen_kill_08.vcd" nodelay noscene scene "scenes/chen/chen_chen_kill_09.vcd" nodelay noscene scene "scenes/chen/chen_chen_kill_10.vcd" nodelay noscene scene "scenes/chen/chen_chen_kill_11.vcd" nodelay noscene scene "scenes/chen/chen_chen_kill_12.vcd" nodelay noscene scene "scenes/chen/chen_chen_laugh_04.vcd" nodelay noscene scene "scenes/chen/chen_chen_laugh_05.vcd" nodelay noscene scene "scenes/chen/chen_chen_laugh_07.vcd" nodelay noscene scene "scenes/chen/chen_chen_laugh_08.vcd" nodelay noscene scene "scenes/chen/chen_chen_laugh_09.vcd" nodelay noscene scene "scenes/chen/chen_chen_laugh_10.vcd" nodelay noscene } Rule chen_Kill_Rule { criteria Kill Ischen response chen_Kill } Response chen_KillIsEnemyOmniknightChance_50% { scene "scenes/chen/chen_chen_rival_01.vcd" nodelay noscene } Rule chen_KillIsEnemyOmniknightChance_50%_Rule { criteria Kill Ischen IsEnemyOmniknight Chance_50% response chen_KillIsEnemyOmniknightChance_50% } Response chen_KillIsEnemyQueenOfPainChance_50% { scene "scenes/chen/chen_chen_rival_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_rival_03.vcd" nodelay noscene } Rule chen_KillIsEnemyQueenOfPainChance_50%_Rule { criteria Kill Ischen IsEnemyQueenOfPain Chance_50% response chen_KillIsEnemyQueenOfPainChance_50% } Response chen_KillisEnemyDoom_BringerChance_50% { scene "scenes/chen/chen_chen_rival_04.vcd" nodelay noscene } Rule chen_KillisEnemyDoom_BringerChance_50%_Rule { criteria Kill Ischen isEnemyDoom_Bringer Chance_50% response chen_KillisEnemyDoom_BringerChance_50% } Response chen_KillIsEnemyWitchDoctorChance_50% { scene "scenes/chen/chen_chen_rival_06.vcd" nodelay noscene } Rule chen_KillIsEnemyWitchDoctorChance_50%_Rule { criteria Kill Ischen IsEnemyWitchDoctor Chance_50% response chen_KillIsEnemyWitchDoctorChance_50% } Response chen_KillIsEnemyShadowShamanChance_50% { scene "scenes/chen/chen_chen_rival_07.vcd" nodelay noscene } Rule chen_KillIsEnemyShadowShamanChance_50%_Rule { criteria Kill Ischen IsEnemyShadowShaman Chance_50% response chen_KillIsEnemyShadowShamanChance_50% } Response chen_Move { scene "scenes/chen/chen_chen_move_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_move_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_move_03.vcd" nodelay noscene scene "scenes/chen/chen_chen_move_04.vcd" nodelay noscene scene "scenes/chen/chen_chen_move_05.vcd" nodelay noscene scene "scenes/chen/chen_chen_move_06.vcd" nodelay noscene scene "scenes/chen/chen_chen_move_07.vcd" nodelay noscene scene "scenes/chen/chen_chen_move_08.vcd" nodelay noscene scene "scenes/chen/chen_chen_move_09.vcd" nodelay noscene scene "scenes/chen/chen_chen_move_10.vcd" nodelay noscene scene "scenes/chen/chen_chen_move_11.vcd" nodelay noscene scene "scenes/chen/chen_chen_move_12.vcd" nodelay noscene scene "scenes/chen/chen_chen_move_13.vcd" nodelay noscene } Rule chen_Move_Rule { criteria Move Ischen response chen_Move } Response chen_Attack { scene "scenes/chen/chen_chen_attack_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_attack_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_attack_03.vcd" nodelay noscene scene "scenes/chen/chen_chen_attack_04.vcd" nodelay noscene scene "scenes/chen/chen_chen_attack_05.vcd" nodelay noscene scene "scenes/chen/chen_chen_attack_06.vcd" nodelay noscene scene "scenes/chen/chen_chen_attack_07.vcd" nodelay noscene scene "scenes/chen/chen_chen_attack_08.vcd" nodelay noscene scene "scenes/chen/chen_chen_attack_09.vcd" nodelay noscene scene "scenes/chen/chen_chen_attack_10.vcd" nodelay noscene scene "scenes/chen/chen_chen_attack_11.vcd" nodelay noscene } Rule chen_Attack_Rule { criteria Attack Ischen response chen_Attack } Response chen_CastOrder { scene "scenes/chen/chen_chen_cast_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_cast_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_cast_03.vcd" nodelay noscene scene "scenes/chen/chen_chen_cast_04.vcd" nodelay noscene } Rule chen_CastOrder_Rule { criteria CastOrder Ischen response chen_CastOrder } Response chen_CastExecuteIsAbilityPenitenceChance_50% { scene "scenes/chen/chen_chen_ability_penit_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_ability_penit_03.vcd" nodelay noscene } Rule chen_CastExecuteIsAbilityPenitenceChance_50%_Rule { criteria CastExecute Ischen IsAbilityPenitence Chance_50% response chen_CastExecuteIsAbilityPenitenceChance_50% } Response chen_CastExecuteIsAbilityHolyPersuasionChance_50% { scene "scenes/chen/chen_chen_ability_holyp_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_ability_holyp_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_ability_holyp_03.vcd" nodelay noscene scene "scenes/chen/chen_chen_ability_holyp_04.vcd" nodelay noscene scene "scenes/chen/chen_chen_ability_holyp_05.vcd" nodelay noscene scene "scenes/chen/chen_chen_ability_holyp_06.vcd" nodelay noscene } Rule chen_CastExecuteIsAbilityHolyPersuasionChance_50%_Rule { criteria CastExecute Ischen IsAbilityHolyPersuasion Chance_50% response chen_CastExecuteIsAbilityHolyPersuasionChance_50% } Response chen_CastExecuteIsAbilityDivineFavorChance_50% { scene "scenes/chen/chen_chen_ability_holyp_01.vcd" nodelay noscene respeakdelay 120 scene "scenes/chen/chen_chen_move_07.vcd" nodelay noscene respeakdelay 120 } Rule chen_CastExecuteIsAbilityDivineFavorChance_50%_Rule { criteria CastExecute Ischen IsAbilityDivineFavor Chance_50% response chen_CastExecuteIsAbilityDivineFavorChance_50% } Response chen_CastExecuteIsAbilityHandOfGod { scene "scenes/chen/chen_chen_ability_handgod_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_ability_handgod_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_ability_handgod_03.vcd" nodelay noscene } Rule chen_CastExecuteIsAbilityHandOfGod_Rule { criteria CastExecute Ischen IsAbilityHandOfGod response chen_CastExecuteIsAbilityHandOfGod } Response chen_LevelUp { scene "scenes/chen/chen_chen_level_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_level_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_level_03.vcd" nodelay noscene scene "scenes/chen/chen_chen_level_04.vcd" nodelay noscene scene "scenes/chen/chen_chen_level_05.vcd" nodelay noscene scene "scenes/chen/chen_chen_level_06.vcd" nodelay noscene } Rule chen_LevelUp_Rule { criteria LevelUp Ischen response chen_LevelUp } Response chen_LastHit { scene "scenes/chen/chen_chen_lasthit_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_lasthit_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_lasthit_03.vcd" nodelay noscene scene "scenes/chen/chen_chen_lasthit_04.vcd" nodelay noscene scene "scenes/chen/chen_chen_lasthit_05.vcd" nodelay noscene scene "scenes/chen/chen_chen_lasthit_06.vcd" nodelay noscene scene "scenes/chen/chen_chen_lasthit_07.vcd" nodelay noscene scene "scenes/chen/chen_chen_lasthit_08.vcd" nodelay noscene scene "scenes/chen/chen_chen_lasthit_09.vcd" nodelay noscene scene "scenes/chen/chen_chen_lasthit_10.vcd" nodelay noscene } Rule chen_LastHit_Rule { criteria LastHit Ischen response chen_LastHit } Response chen_Death { scene "scenes/chen/chen_chen_death_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_death_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_death_03.vcd" nodelay noscene scene "scenes/chen/chen_chen_death_04.vcd" nodelay noscene scene "scenes/chen/chen_chen_death_05.vcd" nodelay noscene scene "scenes/chen/chen_chen_death_06.vcd" nodelay noscene scene "scenes/chen/chen_chen_death_07.vcd" nodelay noscene scene "scenes/chen/chen_chen_death_08.vcd" nodelay noscene scene "scenes/chen/chen_chen_death_09.vcd" nodelay noscene scene "scenes/chen/chen_chen_death_10.vcd" nodelay noscene scene "scenes/chen/chen_chen_death_11.vcd" nodelay noscene scene "scenes/chen/chen_chen_death_12.vcd" nodelay noscene scene "scenes/chen/chen_chen_death_13.vcd" nodelay noscene scene "scenes/chen/chen_chen_death_14.vcd" nodelay noscene scene "scenes/chen/chen_chen_death_15.vcd" nodelay noscene scene "scenes/chen/chen_chen_death_16.vcd" nodelay noscene } Rule chen_Death_Rule { criteria Death Ischen response chen_Death } Response chen_DeathIsReincarnating { scene "scenes/chen/chen_chen_fastres_01.vcd" nodelay noscene } Rule chen_DeathIsReincarnating_Rule { criteria Death Ischen IsReincarnating response chen_DeathIsReincarnating } Response chen_Respawn { scene "scenes/chen/chen_chen_respawn_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_respawn_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_respawn_03.vcd" nodelay noscene scene "scenes/chen/chen_chen_respawn_04.vcd" nodelay noscene scene "scenes/chen/chen_chen_respawn_05.vcd" nodelay noscene scene "scenes/chen/chen_chen_respawn_06.vcd" nodelay noscene scene "scenes/chen/chen_chen_respawn_07.vcd" nodelay noscene scene "scenes/chen/chen_chen_respawn_08.vcd" nodelay noscene scene "scenes/chen/chen_chen_respawn_09.vcd" nodelay noscene scene "scenes/chen/chen_chen_respawn_10.vcd" nodelay noscene } Rule chen_Respawn_Rule { criteria Respawn Ischen response chen_Respawn } Response chen_Select { scene "scenes/chen/chen_chen_rare_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_rare_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_rare_03.vcd" nodelay noscene } Rule chen_Select_Rule { criteria Select Ischen response chen_Select } Response chen_PurchaseIsExpensiveItem { scene "scenes/chen/chen_chen_purch_01.vcd" nodelay noscene speakonce scene "scenes/chen/chen_chen_purch_02.vcd" nodelay noscene speakonce scene "scenes/chen/chen_chen_purch_03.vcd" nodelay noscene speakonce scene "scenes/chen/chen_chen_purch_04.vcd" nodelay noscene speakonce } Rule chen_PurchaseIsExpensiveItem_Rule { criteria Purchase Ischen IsExpensiveItem response chen_PurchaseIsExpensiveItem } Response chen_PurchaseIsBlinkDagger { scene "scenes/chen/chen_chen_blink_01.vcd" nodelay noscene speakonce scene "scenes/chen/chen_chen_blink_02.vcd" nodelay noscene speakonce } Rule chen_PurchaseIsBlinkDagger_Rule { criteria Purchase Ischen IsBlinkDagger response chen_PurchaseIsBlinkDagger } Response chen_PurchaseIsUltimateScepter { scene "scenes/chen/chen_chen_scepter_01.vcd" nodelay noscene speakonce scene "scenes/chen/chen_chen_scepter_02.vcd" nodelay noscene speakonce } Rule chen_PurchaseIsUltimateScepter_Rule { criteria Purchase Ischen IsUltimateScepter response chen_PurchaseIsUltimateScepter } Response chen_PurchaseIsMekansm { scene "scenes/chen/chen_chen_item_01.vcd" nodelay noscene } Rule chen_PurchaseIsMekansm_Rule { criteria Purchase Ischen IsMekansm response chen_PurchaseIsMekansm } Response chen_PurchaseIsArcaneBoots { scene "scenes/chen/chen_chen_item_02.vcd" nodelay noscene } Rule chen_PurchaseIsArcaneBoots_Rule { criteria Purchase Ischen IsArcaneBoots response chen_PurchaseIsArcaneBoots } Response chen_PurchaseIsSheepstick { scene "scenes/chen/chen_chen_item_03.vcd" nodelay noscene } Rule chen_PurchaseIsSheepstick_Rule { criteria Purchase Ischen IsSheepstick response chen_PurchaseIsSheepstick } Response chen_LearnIsAbilityHolyPersuasionHolyPersuasionMax { scene "scenes/chen/chen_chen_item_04.vcd" nodelay noscene } Rule chen_LearnIsAbilityHolyPersuasionHolyPersuasionMax_Rule { criteria Learn Ischen IsAbilityHolyPersuasion HolyPersuasionMax response chen_LearnIsAbilityHolyPersuasionHolyPersuasionMax } Response chen_Bottling { scene "scenes/chen/chen_chen_bottle_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_bottle_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_bottle_03.vcd" nodelay noscene } Rule chen_Bottling_Rule { criteria Bottling Ischen response chen_Bottling } Response chen_Deny { scene "scenes/chen/chen_chen_deny_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_deny_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_deny_03.vcd" nodelay noscene scene "scenes/chen/chen_chen_deny_04.vcd" nodelay noscene scene "scenes/chen/chen_chen_deny_05.vcd" nodelay noscene scene "scenes/chen/chen_chen_deny_06.vcd" nodelay noscene } Rule chen_Deny_Rule { criteria Deny Ischen response chen_Deny } Response chen_Defeat { scene "scenes/chen/chen_chen_lose_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_lose_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_lose_03.vcd" nodelay noscene } Rule chen_Defeat_Rule { criteria Defeat Ischen response chen_Defeat } Response chen_Victory { scene "scenes/chen/chen_chen_win_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_win_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_win_03.vcd" nodelay noscene } Rule chen_Victory_Rule { criteria Victory Ischen response chen_Victory } Response chen_Immortality { scene "scenes/chen/chen_chen_immort_01.vcd" nodelay noscene } Rule chen_Immortality_Rule { criteria Immortality Ischen response chen_Immortality } Response chen_ImmortalityChance_25% { scene "scenes/chen/chen_chen_immort_02.vcd" nodelay noscene } Rule chen_ImmortalityChance_25%_Rule { criteria Immortality Ischen Chance_25% response chen_ImmortalityChance_25% } Response chen_PowerupIsPowerupHaste { scene "scenes/chen/chen_chen_haste_01.vcd" nodelay noscene } Rule chen_PowerupIsPowerupHaste_Rule { criteria Powerup Ischen IsPowerupHaste response chen_PowerupIsPowerupHaste } Response chen_PowerupIsPowerupHasteChance_25% { scene "scenes/chen/chen_chen_haste_02.vcd" nodelay noscene } Rule chen_PowerupIsPowerupHasteChance_25%_Rule { criteria Powerup Ischen IsPowerupHaste Chance_25% response chen_PowerupIsPowerupHasteChance_25% } Response chen_PowerupIsPowerupDoubleDamage { scene "scenes/chen/chen_chen_doubdam_01.vcd" nodelay noscene } Rule chen_PowerupIsPowerupDoubleDamage_Rule { criteria Powerup Ischen IsPowerupDoubleDamage response chen_PowerupIsPowerupDoubleDamage } Response chen_PowerupIsPowerupDoubleDamageChance_25% { scene "scenes/chen/chen_chen_doubdam_02.vcd" nodelay noscene } Rule chen_PowerupIsPowerupDoubleDamageChance_25%_Rule { criteria Powerup Ischen IsPowerupDoubleDamage Chance_25% response chen_PowerupIsPowerupDoubleDamageChance_25% } Response chen_PowerupIsPowerupRegeneration { scene "scenes/chen/chen_chen_regen_01.vcd" nodelay noscene } Rule chen_PowerupIsPowerupRegeneration_Rule { criteria Powerup Ischen IsPowerupRegeneration response chen_PowerupIsPowerupRegeneration } Response chen_PowerupIsPowerupRegenerationChance_25% { scene "scenes/chen/chen_chen_regen_02.vcd" nodelay noscene } Rule chen_PowerupIsPowerupRegenerationChance_25%_Rule { criteria Powerup Ischen IsPowerupRegeneration Chance_25% response chen_PowerupIsPowerupRegenerationChance_25% } Response chen_PowerupIsPowerupIllusionChance_25% { scene "scenes/chen/chen_chen_illus_02.vcd" nodelay noscene } Rule chen_PowerupIsPowerupIllusionChance_25%_Rule { criteria Powerup Ischen IsPowerupIllusion Chance_25% response chen_PowerupIsPowerupIllusionChance_25% } Response chen_PowerupIsPowerupArcane { scene "scenes/chen/chen_chen_purch_01.vcd" nodelay noscene respeakdelay 300 } Rule chen_PowerupIsPowerupArcane_Rule { criteria Powerup Ischen IsPowerupArcane response chen_PowerupIsPowerupArcane } Response chen_PowerupIsPowerupBounty { scene "scenes/chen/chen_chen_purch_04.vcd" nodelay noscene respeakdelay 300 } Rule chen_PowerupIsPowerupBounty_Rule { criteria Powerup Ischen IsPowerupBounty response chen_PowerupIsPowerupBounty } Response chen_PowerupIsPowerupInvisibility { scene "scenes/chen/chen_chen_invis_01.vcd" nodelay noscene } Rule chen_PowerupIsPowerupInvisibility_Rule { criteria Powerup Ischen IsPowerupInvisibility response chen_PowerupIsPowerupInvisibility } Response chen_PowerupIsPowerupInvisibilityChance_25% { scene "scenes/chen/chen_chen_invis_02.vcd" nodelay noscene } Rule chen_PowerupIsPowerupInvisibilityChance_25%_Rule { criteria Powerup Ischen IsPowerupInvisibility Chance_25% response chen_PowerupIsPowerupInvisibilityChance_25% } Response chen_CooldownLittleNag { scene "scenes/chen/chen_chen_notyet_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_notyet_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_notyet_03.vcd" nodelay noscene } Rule chen_CooldownLittleNag_Rule { criteria Cooldown Ischen LittleNag response chen_CooldownLittleNag } Response chen_CooldownMediumNag { scene "scenes/chen/chen_chen_notyet_04.vcd" nodelay noscene scene "scenes/chen/chen_chen_notyet_05.vcd" nodelay noscene scene "scenes/chen/chen_chen_notyet_06.vcd" nodelay noscene } Rule chen_CooldownMediumNag_Rule { criteria Cooldown Ischen MediumNag response chen_CooldownMediumNag } Response chen_CooldownSuperNag { scene "scenes/chen/chen_chen_notyet_07.vcd" nodelay noscene scene "scenes/chen/chen_chen_notyet_08.vcd" nodelay noscene scene "scenes/chen/chen_chen_notyet_09.vcd" nodelay noscene } Rule chen_CooldownSuperNag_Rule { criteria Cooldown Ischen SuperNag response chen_CooldownSuperNag } Response chen_NoManaLittleNag { scene "scenes/chen/chen_chen_nomana_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_nomana_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_nomana_03.vcd" nodelay noscene } Rule chen_NoManaLittleNag_Rule { criteria NoMana Ischen LittleNag response chen_NoManaLittleNag } Response chen_NoManaMediumNag { scene "scenes/chen/chen_chen_nomana_04.vcd" nodelay noscene scene "scenes/chen/chen_chen_nomana_05.vcd" nodelay noscene scene "scenes/chen/chen_chen_nomana_06.vcd" nodelay noscene } Rule chen_NoManaMediumNag_Rule { criteria NoMana Ischen MediumNag response chen_NoManaMediumNag } Response chen_NoManaSuperNag { scene "scenes/chen/chen_chen_nomana_07.vcd" nodelay noscene scene "scenes/chen/chen_chen_nomana_08.vcd" nodelay noscene scene "scenes/chen/chen_chen_nomana_09.vcd" nodelay noscene } Rule chen_NoManaSuperNag_Rule { criteria NoMana Ischen SuperNag response chen_NoManaSuperNag } Response chen_Thanks { scene "scenes/chen/chen_chen_thanks_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_thanks_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_thanks_03.vcd" nodelay noscene } Rule chen_Thanks_Rule { criteria Thanks Ischen response chen_Thanks } Response chen_PainChance_25% { scene "scenes/chen/chen_chen_underattack_01.vcd" nodelay noscene respeakdelay 120 } Rule chen_PainChance_25%_Rule { criteria Pain Ischen Chance_25% response chen_PainChance_25% } Response chen_Pain { scene "scenes/chen/chen_chen_pain_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_pain_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_pain_03.vcd" nodelay noscene scene "scenes/chen/chen_chen_pain_05.vcd" nodelay noscene scene "scenes/chen/chen_chen_pain_06.vcd" nodelay noscene } Rule chen_Pain_Rule { criteria Pain Ischen response chen_Pain } Response chen_InTheBag { scene "scenes/chen/chen_chen_inthebag_01.vcd" nodelay noscene } Rule chen_InTheBag_Rule { criteria InTheBag Ischen response chen_InTheBag } Response chen_ItemDropIsCommonDrop { scene "scenes/chen/chen_chen_laugh_02.vcd" nodelay noscene } Rule chen_ItemDropIsCommonDrop_Rule { criteria ItemDrop Ischen IsCommonDrop response chen_ItemDropIsCommonDrop } Response chen_ItemDropIsRareDrop { scene "scenes/chen/chen_chen_laugh_03.vcd" nodelay noscene } Rule chen_ItemDropIsRareDrop_Rule { criteria ItemDrop Ischen IsRareDrop response chen_ItemDropIsRareDrop } Response chen_ItemDropIsUltraRareDrop { scene "scenes/chen/chen_chen_laugh_11.vcd" nodelay noscene } Rule chen_ItemDropIsUltraRareDrop_Rule { criteria ItemDrop Ischen IsUltraRareDrop response chen_ItemDropIsUltraRareDrop } Response chen_EmoteIsEmoteLaugh { scene "scenes/chen/chen_chen_laugh_01.vcd" nodelay noscene scene "scenes/chen/chen_chen_laugh_02.vcd" nodelay noscene scene "scenes/chen/chen_chen_laugh_03.vcd" nodelay noscene scene "scenes/chen/chen_chen_laugh_04.vcd" nodelay noscene scene "scenes/chen/chen_chen_laugh_05.vcd" nodelay noscene scene "scenes/chen/chen_chen_laugh_06.vcd" nodelay noscene scene "scenes/chen/chen_chen_laugh_07.vcd" nodelay noscene scene "scenes/chen/chen_chen_laugh_08.vcd" nodelay noscene scene "scenes/chen/chen_chen_laugh_09.vcd" nodelay noscene scene "scenes/chen/chen_chen_laugh_10.vcd" nodelay noscene scene "scenes/chen/chen_chen_laugh_11.vcd" nodelay noscene } Rule chen_EmoteIsEmoteLaugh_Rule { criteria Emote Ischen IsEmoteLaugh response chen_EmoteIsEmoteLaugh }