criterion "Isclinkz" "classname" "npc_dota_hero_clinkz" weight 5 required criterion "IsEnemyclinkz" "targetclassname" "npc_dota_hero_clinkz" weight 5 required criterion "IsAllyclinkz" "nearby_ally" "npc_dota_hero_clinkz" weight 5 required criterion "IsBurningArmy" "abilityname" "clinkz_burning_army" weight 5 required criterion "IsClinkzLoadoutSpawn" "special_spawn" "clinkz_loadout_spawn" weight 5 required criterion "IsClinkzTauntHeadRoll" "taunt_type" "head_roll" weight 5 required Response clinkz_Spawn { scene "scenes/clinkz/clinkz_clinkz_spawn_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_spawn_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_spawn_03.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_spawn_04.vcd" nodelay noscene } Rule clinkz_Spawn_Rule { criteria Spawn Isclinkz response clinkz_Spawn } Response clinkz_CustomIsGameStart { scene "scenes/clinkz/clinkz_clinkz_battlebegins_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_battlebegins_02.vcd" nodelay noscene } Rule clinkz_CustomIsGameStart_Rule { criteria Custom Isclinkz IsGameStart response clinkz_CustomIsGameStart } Response clinkz_CustomIsClinkzLoadoutSpawn { scene "scenes/clinkz/clinkz_clinkz_spawn_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_spawn_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_spawn_03.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_spawn_04.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_move_11.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_battlebegins_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_attack_09.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_cast_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_cast_03.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_level_06.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_level_07.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_attack_14.vcd" nodelay noscene } Rule clinkz_CustomIsClinkzLoadoutSpawn_Rule { criteria Custom Isclinkz IsClinkzLoadoutSpawn response clinkz_CustomIsClinkzLoadoutSpawn } Response clinkz_KillIsFirstBlood { scene "scenes/clinkz/clinkz_clinkz_first_01.vcd" nodelay noscene } Rule clinkz_KillIsFirstBlood_Rule { criteria Kill Isclinkz IsFirstBlood response clinkz_KillIsFirstBlood } Response clinkz_Kill { scene "scenes/clinkz/clinkz_clinkz_kill_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_kill_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_kill_03.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_kill_04.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_kill_05.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_kill_06.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_kill_07.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_kill_08.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_kill_09.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_kill_10.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_kill_11.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_kill_12.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_kill_13.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_04.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_05.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_06.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_07.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_08.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_09.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_10.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_11.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_12.vcd" nodelay noscene } Rule clinkz_Kill_Rule { criteria Kill Isclinkz response clinkz_Kill } Response clinkz_KillIsEnemyBatriderChance_10% { scene "scenes/clinkz/clinkz_clinkz_rival_01.vcd" nodelay noscene } Rule clinkz_KillIsEnemyBatriderChance_10%_Rule { criteria Kill Isclinkz IsEnemyBatrider Chance_10% response clinkz_KillIsEnemyBatriderChance_10% } Response clinkz_KillIsEnemyCrystalMaidenChance_20% { scene "scenes/clinkz/clinkz_clinkz_rival_02.vcd" nodelay noscene } Rule clinkz_KillIsEnemyCrystalMaidenChance_20%_Rule { criteria Kill Isclinkz IsEnemyCrystalMaiden Chance_20% response clinkz_KillIsEnemyCrystalMaidenChance_20% } Response clinkz_KillIsEnemyAncient_ApparitionChance_20% { scene "scenes/clinkz/clinkz_clinkz_rival_03.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_rival_04.vcd" nodelay noscene } Rule clinkz_KillIsEnemyAncient_ApparitionChance_20%_Rule { criteria Kill Isclinkz IsEnemyAncient_Apparition Chance_20% response clinkz_KillIsEnemyAncient_ApparitionChance_20% } Response clinkz_KillIsEnemyLichChance_20% { scene "scenes/clinkz/clinkz_clinkz_rival_05.vcd" nodelay noscene } Rule clinkz_KillIsEnemyLichChance_20%_Rule { criteria Kill Isclinkz IsEnemyLich Chance_20% response clinkz_KillIsEnemyLichChance_20% } Response clinkz_KillIsEnemyWindrunnerChance_20% { scene "scenes/clinkz/clinkz_clinkz_rival_06.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_rival_07.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_rival_08.vcd" nodelay noscene } Rule clinkz_KillIsEnemyWindrunnerChance_20%_Rule { criteria Kill Isclinkz IsEnemyWindrunner Chance_20% response clinkz_KillIsEnemyWindrunnerChance_20% } Response clinkz_KillIsEnemyPudgeChance_20% { scene "scenes/clinkz/clinkz_clinkz_rival_09.vcd" nodelay noscene } Rule clinkz_KillIsEnemyPudgeChance_20%_Rule { criteria Kill Isclinkz IsEnemyPudge Chance_20% response clinkz_KillIsEnemyPudgeChance_20% } Response clinkz_KillIsEnemyDoom_BringerChance_20% { scene "scenes/clinkz/clinkz_clinkz_rival_10.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_rival_12.vcd" nodelay noscene } Rule clinkz_KillIsEnemyDoom_BringerChance_20%_Rule { criteria Kill Isclinkz IsEnemyDoom_Bringer Chance_20% response clinkz_KillIsEnemyDoom_BringerChance_20% } Response clinkz_KillIsEnemyLinaChance_10% { scene "scenes/clinkz/clinkz_clinkz_rival_11.vcd" nodelay noscene } Rule clinkz_KillIsEnemyLinaChance_10%_Rule { criteria Kill Isclinkz IsEnemyLina Chance_10% response clinkz_KillIsEnemyLinaChance_10% } Response clinkz_Move { scene "scenes/clinkz/clinkz_clinkz_move_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_move_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_move_03.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_move_04.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_move_05.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_move_06.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_move_07.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_move_08.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_move_09.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_move_10.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_move_11.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_move_12.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_move_13.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_move_14.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_move_15.vcd" nodelay noscene } Rule clinkz_Move_Rule { criteria Move Isclinkz response clinkz_Move } Response clinkz_Attack { scene "scenes/clinkz/clinkz_clinkz_attack_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_attack_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_attack_03.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_attack_04.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_attack_05.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_attack_06.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_attack_07.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_attack_08.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_attack_09.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_attack_10.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_attack_11.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_attack_12.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_attack_13.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_attack_14.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_attack_15.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_attack_16.vcd" nodelay noscene } Rule clinkz_Attack_Rule { criteria Attack Isclinkz response clinkz_Attack } Response clinkz_CastOrder { scene "scenes/clinkz/clinkz_clinkz_cast_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_cast_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_cast_03.vcd" nodelay noscene } Rule clinkz_CastOrder_Rule { criteria CastOrder Isclinkz response clinkz_CastOrder } Response clinkz_CastExecuteIsBurningArmyChance_50% { scene "scenes/clinkz/clinkz_clinkz_ability_sear_01.vcd" nodelay noscene speakonce scene "scenes/clinkz/clinkz_clinkz_ability_pact_01.vcd" nodelay noscene speakonce scene "scenes/clinkz/clinkz_clinkz_ability_pact_03.vcd" nodelay noscene speakonce scene "scenes/clinkz/clinkz_clinkz_ability_pact_05.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_ability_pact_06.vcd" nodelay noscene speakonce scene "scenes/clinkz/clinkz_clinkz_rival_14.vcd" nodelay noscene respeakdelay 240 } Rule clinkz_CastExecuteIsBurningArmyChance_50%_Rule { criteria CastExecute Isclinkz IsBurningArmy Chance_50% response clinkz_CastExecuteIsBurningArmyChance_50% } Response clinkz_LevelUp { scene "scenes/clinkz/clinkz_clinkz_level_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_level_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_level_03.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_level_04.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_level_05.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_level_06.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_level_07.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_level_08.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_level_09.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_01.vcd" nodelay noscene } Rule clinkz_LevelUp_Rule { criteria LevelUp Isclinkz response clinkz_LevelUp } Response clinkz_AllyNearIsAllyJakiroEarlyGame { scene "scenes/clinkz/clinkz_clinkz_rival_16.vcd" nodelay noscene speakonce } Rule clinkz_AllyNearIsAllyJakiroEarlyGame_Rule { criteria AllyNear Isclinkz IsAllyJakiro EarlyGame response clinkz_AllyNearIsAllyJakiroEarlyGame } Response clinkz_AllyNearIsAllyLichEarlyGame { scene "scenes/clinkz/clinkz_clinkz_rival_17.vcd" nodelay noscene speakonce } Rule clinkz_AllyNearIsAllyLichEarlyGame_Rule { criteria AllyNear Isclinkz IsAllyLich EarlyGame response clinkz_AllyNearIsAllyLichEarlyGame } Response clinkz_AllyNearIsAllyPugnaEarlyGame { scene "scenes/clinkz/clinkz_clinkz_rival_19.vcd" nodelay noscene speakonce } Rule clinkz_AllyNearIsAllyPugnaEarlyGame_Rule { criteria AllyNear Isclinkz IsAllyPugna EarlyGame response clinkz_AllyNearIsAllyPugnaEarlyGame } Response clinkz_AllyNearIsAllyDrowRangerEarlyGame { scene "scenes/clinkz/clinkz_clinkz_rival_20.vcd" nodelay noscene speakonce } Rule clinkz_AllyNearIsAllyDrowRangerEarlyGame_Rule { criteria AllyNear Isclinkz IsAllyDrowRanger EarlyGame response clinkz_AllyNearIsAllyDrowRangerEarlyGame } Response clinkz_AllyNearIsAllyLinaEarlyGame { scene "scenes/clinkz/clinkz_clinkz_rival_21.vcd" nodelay noscene speakonce } Rule clinkz_AllyNearIsAllyLinaEarlyGame_Rule { criteria AllyNear Isclinkz IsAllyLina EarlyGame response clinkz_AllyNearIsAllyLinaEarlyGame } Response clinkz_LastHit { scene "scenes/clinkz/clinkz_clinkz_lasthit_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_lasthit_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_lasthit_03.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_lasthit_04.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_lasthit_05.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_lasthit_06.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_lasthit_07.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_immort_03.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_doubdam_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_illus_02.vcd" nodelay noscene } Rule clinkz_LastHit_Rule { criteria LastHit Isclinkz response clinkz_LastHit } Response clinkz_Death { scene "scenes/clinkz/clinkz_clinkz_death_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_death_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_death_03.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_death_04.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_death_05.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_death_06.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_death_07.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_death_08.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_death_09.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_death_10.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_death_11.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_death_12.vcd" nodelay noscene } Rule clinkz_Death_Rule { criteria Death Isclinkz response clinkz_Death } Response clinkz_DeathIsReincarnating { scene "scenes/clinkz/clinkz_clinkz_fastres_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_fastres_02.vcd" nodelay noscene } Rule clinkz_DeathIsReincarnating_Rule { criteria Death Isclinkz IsReincarnating response clinkz_DeathIsReincarnating } Response clinkz_Respawn { scene "scenes/clinkz/clinkz_clinkz_respawn_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_respawn_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_respawn_03.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_respawn_04.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_respawn_05.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_respawn_06.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_respawn_07.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_respawn_08.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_respawn_09.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_respawn_10.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_respawn_11.vcd" nodelay noscene } Rule clinkz_Respawn_Rule { criteria Respawn Isclinkz response clinkz_Respawn } Response clinkz_PurchaseIsExpensiveItem { scene "scenes/clinkz/clinkz_clinkz_purch_01.vcd" nodelay noscene speakonce scene "scenes/clinkz/clinkz_clinkz_purch_02.vcd" nodelay noscene speakonce scene "scenes/clinkz/clinkz_clinkz_purch_03.vcd" nodelay noscene speakonce } Rule clinkz_PurchaseIsExpensiveItem_Rule { criteria Purchase Isclinkz IsExpensiveItem response clinkz_PurchaseIsExpensiveItem } Response clinkz_PurchaseIsBlinkDagger { scene "scenes/clinkz/clinkz_clinkz_blink_01.vcd" nodelay noscene speakonce scene "scenes/clinkz/clinkz_clinkz_blink_02.vcd" nodelay noscene speakonce } Rule clinkz_PurchaseIsBlinkDagger_Rule { criteria Purchase Isclinkz IsBlinkDagger response clinkz_PurchaseIsBlinkDagger } Response clinkz_PurchaseIsUltimateScepter { scene "scenes/clinkz/clinkz_clinkz_scepter_01.vcd" nodelay noscene speakonce scene "scenes/clinkz/clinkz_clinkz_scepter_02.vcd" nodelay noscene speakonce } Rule clinkz_PurchaseIsUltimateScepter_Rule { criteria Purchase Isclinkz IsUltimateScepter response clinkz_PurchaseIsUltimateScepter } Response clinkz_PurchaseIsMonkeyKingBar { scene "scenes/clinkz/clinkz_clinkz_item_01.vcd" nodelay noscene speakonce } Rule clinkz_PurchaseIsMonkeyKingBar_Rule { criteria Purchase Isclinkz IsMonkeyKingBar response clinkz_PurchaseIsMonkeyKingBar } Response clinkz_PurchaseIsSkadi { scene "scenes/clinkz/clinkz_clinkz_item_02.vcd" nodelay noscene speakonce } Rule clinkz_PurchaseIsSkadi_Rule { criteria Purchase Isclinkz IsSkadi response clinkz_PurchaseIsSkadi } Response clinkz_PurchaseIsOrchid { scene "scenes/clinkz/clinkz_clinkz_item_03.vcd" nodelay noscene speakonce } Rule clinkz_PurchaseIsOrchid_Rule { criteria Purchase Isclinkz IsOrchid response clinkz_PurchaseIsOrchid } Response clinkz_PurchaseIsSheepStick { scene "scenes/clinkz/clinkz_clinkz_item_04.vcd" nodelay noscene speakonce } Rule clinkz_PurchaseIsSheepStick_Rule { criteria Purchase Isclinkz IsSheepStick response clinkz_PurchaseIsSheepStick } Response clinkz_PurchaseIsDivineRapier { scene "scenes/clinkz/clinkz_clinkz_item_05.vcd" nodelay noscene speakonce scene "scenes/clinkz/clinkz_clinkz_item_08.vcd" nodelay noscene speakonce } Rule clinkz_PurchaseIsDivineRapier_Rule { criteria Purchase Isclinkz IsDivineRapier response clinkz_PurchaseIsDivineRapier } Response clinkz_PurchaseIsButterfly { scene "scenes/clinkz/clinkz_clinkz_item_06.vcd" nodelay noscene speakonce } Rule clinkz_PurchaseIsButterfly_Rule { criteria Purchase Isclinkz IsButterfly response clinkz_PurchaseIsButterfly } Response clinkz_PurchaseIsDaedalus { scene "scenes/clinkz/clinkz_clinkz_item_07.vcd" nodelay noscene speakonce } Rule clinkz_PurchaseIsDaedalus_Rule { criteria Purchase Isclinkz IsDaedalus response clinkz_PurchaseIsDaedalus } Response clinkz_Bottling { scene "scenes/clinkz/clinkz_clinkz_bottle_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_bottle_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_bottle_03.vcd" nodelay noscene } Rule clinkz_Bottling_Rule { criteria Bottling Isclinkz response clinkz_Bottling } Response clinkz_Deny { scene "scenes/clinkz/clinkz_clinkz_deny_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_deny_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_deny_03.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_deny_04.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_deny_05.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_deny_06.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_deny_07.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_deny_09.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_deny_10.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_deny_11.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_deny_12.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_deny_13.vcd" nodelay noscene } Rule clinkz_Deny_Rule { criteria Deny Isclinkz response clinkz_Deny } Response clinkz_Defeat { scene "scenes/clinkz/clinkz_clinkz_lose_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_lose_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_lose_03.vcd" nodelay noscene } Rule clinkz_Defeat_Rule { criteria Defeat Isclinkz response clinkz_Defeat } Response clinkz_Victory { scene "scenes/clinkz/clinkz_clinkz_win_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_win_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_win_03.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_03.vcd" nodelay noscene } Rule clinkz_Victory_Rule { criteria Victory Isclinkz response clinkz_Victory } Response clinkz_Immortality { scene "scenes/clinkz/clinkz_clinkz_immort_01.vcd" nodelay noscene } Rule clinkz_Immortality_Rule { criteria Immortality Isclinkz response clinkz_Immortality } Response clinkz_ImmortalityChance_25% { scene "scenes/clinkz/clinkz_clinkz_immort_02.vcd" nodelay noscene } Rule clinkz_ImmortalityChance_25%_Rule { criteria Immortality Isclinkz Chance_25% response clinkz_ImmortalityChance_25% } Response clinkz_PowerupIsPowerupHaste { scene "scenes/clinkz/clinkz_clinkz_haste_01.vcd" nodelay noscene } Rule clinkz_PowerupIsPowerupHaste_Rule { criteria Powerup Isclinkz IsPowerupHaste response clinkz_PowerupIsPowerupHaste } Response clinkz_PowerupIsPowerupHasteChance_25% { scene "scenes/clinkz/clinkz_clinkz_haste_02.vcd" nodelay noscene } Rule clinkz_PowerupIsPowerupHasteChance_25%_Rule { criteria Powerup Isclinkz IsPowerupHaste Chance_25% response clinkz_PowerupIsPowerupHasteChance_25% } Response clinkz_PowerupIsPowerupDoubleDamage { scene "scenes/clinkz/clinkz_clinkz_doubdam_01.vcd" nodelay noscene } Rule clinkz_PowerupIsPowerupDoubleDamage_Rule { criteria Powerup Isclinkz IsPowerupDoubleDamage response clinkz_PowerupIsPowerupDoubleDamage } Response clinkz_PowerupIsPowerupRegeneration { scene "scenes/clinkz/clinkz_clinkz_regen_01.vcd" nodelay noscene } Rule clinkz_PowerupIsPowerupRegeneration_Rule { criteria Powerup Isclinkz IsPowerupRegeneration response clinkz_PowerupIsPowerupRegeneration } Response clinkz_PowerupIsPowerupRegenerationChance_25% { scene "scenes/clinkz/clinkz_clinkz_regen_02.vcd" nodelay noscene } Rule clinkz_PowerupIsPowerupRegenerationChance_25%_Rule { criteria Powerup Isclinkz IsPowerupRegeneration Chance_25% response clinkz_PowerupIsPowerupRegenerationChance_25% } Response clinkz_PowerupIsPowerupIllusion { scene "scenes/clinkz/clinkz_clinkz_illus_01.vcd" nodelay noscene } Rule clinkz_PowerupIsPowerupIllusion_Rule { criteria Powerup Isclinkz IsPowerupIllusion response clinkz_PowerupIsPowerupIllusion } Response clinkz_PowerupIsPowerupIllusionChance_25% { scene "scenes/clinkz/clinkz_clinkz_illus_03.vcd" nodelay noscene } Rule clinkz_PowerupIsPowerupIllusionChance_25%_Rule { criteria Powerup Isclinkz IsPowerupIllusion Chance_25% response clinkz_PowerupIsPowerupIllusionChance_25% } Response clinkz_PowerupIsPowerupBounty { scene "scenes/clinkz/clinkz_clinkz_lasthit_03.vcd" nodelay noscene respeakdelay 300 } Rule clinkz_PowerupIsPowerupBounty_Rule { criteria Powerup Isclinkz IsPowerupBounty response clinkz_PowerupIsPowerupBounty } Response clinkz_PowerupIsPowerupArcane { scene "scenes/clinkz/clinkz_clinkz_ability_sear_02.vcd" nodelay noscene respeakdelay 300 } Rule clinkz_PowerupIsPowerupArcane_Rule { criteria Powerup Isclinkz IsPowerupArcane response clinkz_PowerupIsPowerupArcane } Response clinkz_PowerupIsPowerupInvisibility { scene "scenes/clinkz/clinkz_clinkz_invis_01.vcd" nodelay noscene } Rule clinkz_PowerupIsPowerupInvisibility_Rule { criteria Powerup Isclinkz IsPowerupInvisibility response clinkz_PowerupIsPowerupInvisibility } Response clinkz_PowerupIsPowerupInvisibilityChance_5% { scene "scenes/clinkz/clinkz_clinkz_invis_02.vcd" nodelay noscene } Rule clinkz_PowerupIsPowerupInvisibilityChance_5%_Rule { criteria Powerup Isclinkz IsPowerupInvisibility Chance_5% response clinkz_PowerupIsPowerupInvisibilityChance_5% } Response clinkz_CooldownLittleNag { scene "scenes/clinkz/clinkz_clinkz_notyet_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_notyet_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_notyet_03.vcd" nodelay noscene } Rule clinkz_CooldownLittleNag_Rule { criteria Cooldown Isclinkz LittleNag response clinkz_CooldownLittleNag } Response clinkz_CooldownMediumNag { scene "scenes/clinkz/clinkz_clinkz_notyet_04.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_notyet_05.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_notyet_06.vcd" nodelay noscene } Rule clinkz_CooldownMediumNag_Rule { criteria Cooldown Isclinkz MediumNag response clinkz_CooldownMediumNag } Response clinkz_CooldownSuperNag { scene "scenes/clinkz/clinkz_clinkz_notyet_07.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_notyet_08.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_notyet_09.vcd" nodelay noscene } Rule clinkz_CooldownSuperNag_Rule { criteria Cooldown Isclinkz SuperNag response clinkz_CooldownSuperNag } Response clinkz_NoManaLittleNag { scene "scenes/clinkz/clinkz_clinkz_nomana_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_nomana_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_nomana_03.vcd" nodelay noscene } Rule clinkz_NoManaLittleNag_Rule { criteria NoMana Isclinkz LittleNag response clinkz_NoManaLittleNag } Response clinkz_NoManaMediumNag { scene "scenes/clinkz/clinkz_clinkz_nomana_04.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_nomana_05.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_nomana_06.vcd" nodelay noscene } Rule clinkz_NoManaMediumNag_Rule { criteria NoMana Isclinkz MediumNag response clinkz_NoManaMediumNag } Response clinkz_NoManaSuperNag { scene "scenes/clinkz/clinkz_clinkz_nomana_07.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_nomana_08.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_nomana_09.vcd" nodelay noscene } Rule clinkz_NoManaSuperNag_Rule { criteria NoMana Isclinkz SuperNag response clinkz_NoManaSuperNag } Response clinkz_Thanks { scene "scenes/clinkz/clinkz_clinkz_thanks_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_thanks_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_thanks_03.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_thanks_04.vcd" nodelay noscene } Rule clinkz_Thanks_Rule { criteria Thanks Isclinkz response clinkz_Thanks } Response clinkz_PainChance_25% { scene "scenes/clinkz/clinkz_clinkz_underattack_01.vcd" nodelay noscene respeakdelay 120 } Rule clinkz_PainChance_25%_Rule { criteria Pain Isclinkz Chance_25% response clinkz_PainChance_25% } Response clinkz_Pain { scene "scenes/clinkz/clinkz_clinkz_pain_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_pain_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_pain_03.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_pain_04.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_pain_06.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_pain_12.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_pain_13.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_pain_14.vcd" nodelay noscene } Rule clinkz_Pain_Rule { criteria Pain Isclinkz response clinkz_Pain } Response clinkz_InTheBag { scene "scenes/clinkz/clinkz_clinkz_inthebag_01.vcd" nodelay noscene } Rule clinkz_InTheBag_Rule { criteria InTheBag Isclinkz response clinkz_InTheBag } Response clinkz_ItemDropIsCommonDrop { scene "scenes/clinkz/clinkz_clinkz_happy_01.vcd" nodelay noscene } Rule clinkz_ItemDropIsCommonDrop_Rule { criteria ItemDrop Isclinkz IsCommonDrop response clinkz_ItemDropIsCommonDrop } Response clinkz_ItemDropIsRareDrop { scene "scenes/clinkz/clinkz_clinkz_happy_04.vcd" nodelay noscene } Rule clinkz_ItemDropIsRareDrop_Rule { criteria ItemDrop Isclinkz IsRareDrop response clinkz_ItemDropIsRareDrop } Response clinkz_ItemDropIsUltraRareDrop { scene "scenes/clinkz/clinkz_clinkz_happy_06.vcd" nodelay noscene } Rule clinkz_ItemDropIsUltraRareDrop_Rule { criteria ItemDrop Isclinkz IsUltraRareDrop response clinkz_ItemDropIsUltraRareDrop } Response clinkz_EmoteIsEmoteLaugh { scene "scenes/clinkz/clinkz_clinkz_laugh_01.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_02.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_03.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_04.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_05.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_06.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_07.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_08.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_09.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_10.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_11.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_laugh_12.vcd" nodelay noscene } Rule clinkz_EmoteIsEmoteLaugh_Rule { criteria Emote Isclinkz IsEmoteLaugh response clinkz_EmoteIsEmoteLaugh } Response clinkz_Select { scene "scenes/clinkz/clinkz_clinkz_spawn_04.vcd" nodelay noscene scene "scenes/clinkz/clinkz_clinkz_respawn_08.vcd" nodelay noscene } Rule clinkz_Select_Rule { criteria Select Isclinkz response clinkz_Select } Response clinkz_TauntIsClinkzTauntHeadRoll { scene "scenes/clinkz/clinkz_clinkz_deny_02.vcd" nodelay noscene } Rule clinkz_TauntIsClinkzTauntHeadRoll_Rule { criteria Taunt Isclinkz IsClinkzTauntHeadRoll response clinkz_TauntIsClinkzTauntHeadRoll }