criterion "Isdisruptor" "classname" "npc_dota_hero_disruptor" weight 5 required criterion "IsEnemydisruptor" "targetclassname" "npc_dota_hero_disruptor" weight 5 required criterion "IsAllydisruptor" "nearby_ally" "npc_dota_hero_disruptor" weight 5 required criterion "IsAbilityDisruptorThunderStrike" "abilityname" "disruptor_thunder_strike" weight 5 required criterion "IsAbilityDisruptorGlimpse" "abilityname" "disruptor_glimpse" weight 5 required criterion "IsAbilityDisruptorKineticField" "abilityname" "disruptor_kinetic_field" weight 5 required criterion "IsAbilityDisruptorStaticStorm" "abilityname" "disruptor_static_storm" weight 5 required criterion "IsDisruptorLoadoutSpawn" "special_spawn" "disruptor_loadout_spawn" weight 5 required Response disruptor_Spawn { scene "scenes/disruptor/disruptor_dis_spawn_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_spawn_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_spawn_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_spawn_04.vcd" nodelay noscene } Rule disruptor_Spawn_Rule { criteria Spawn Isdisruptor response disruptor_Spawn } Response disruptor_CustomIsGameStart { scene "scenes/disruptor/disruptor_dis_begin_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_begin_02.vcd" nodelay noscene } Rule disruptor_CustomIsGameStart_Rule { criteria Custom Isdisruptor IsGameStart response disruptor_CustomIsGameStart } Response disruptor_CustomIsDisruptorLoadoutSpawn { scene "scenes/disruptor/disruptor_dis_spawn_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_spawn_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_spawn_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_spawn_04.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_begin_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_move_10.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_cast_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_cast_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_levelup_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_win_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_rare_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_levelup_05.vcd" nodelay noscene } Rule disruptor_CustomIsDisruptorLoadoutSpawn_Rule { criteria Custom Isdisruptor IsDisruptorLoadoutSpawn response disruptor_CustomIsDisruptorLoadoutSpawn } Response disruptor_KillIsFirstBlood { scene "scenes/disruptor/disruptor_dis_first_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_first_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_first_03.vcd" nodelay noscene } Rule disruptor_KillIsFirstBlood_Rule { criteria Kill Isdisruptor IsFirstBlood response disruptor_KillIsFirstBlood } Response disruptor_Kill { scene "scenes/disruptor/disruptor_dis_kill_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_kill_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_kill_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_kill_04.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_kill_05.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_kill_06.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_kill_07.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_kill_08.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_kill_09.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_kill_10.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_kill_11.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_kill_12.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_kill_13.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_laugh_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_laugh_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_laugh_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_laugh_04.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_laugh_05.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_laugh_06.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_laugh_07.vcd" nodelay noscene } Rule disruptor_Kill_Rule { criteria Kill Isdisruptor response disruptor_Kill } Response disruptor_KillIsEnemyTinyChance_50% { scene "scenes/disruptor/disruptor_dis_rival_01.vcd" nodelay noscene } Rule disruptor_KillIsEnemyTinyChance_50%_Rule { criteria Kill Isdisruptor IsEnemyTiny Chance_50% response disruptor_KillIsEnemyTinyChance_50% } Response disruptor_KillIsEnemyNecrolyteChance_50% { scene "scenes/disruptor/disruptor_dis_rival_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_rival_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_rival_04.vcd" nodelay noscene } Rule disruptor_KillIsEnemyNecrolyteChance_50%_Rule { criteria Kill Isdisruptor IsEnemyNecrolyte Chance_50% response disruptor_KillIsEnemyNecrolyteChance_50% } Response disruptor_KillIsEnemyAxeChance_50% { scene "scenes/disruptor/disruptor_dis_rival_05.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_rival_06.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_rival_07.vcd" nodelay noscene } Rule disruptor_KillIsEnemyAxeChance_50%_Rule { criteria Kill Isdisruptor IsEnemyAxe Chance_50% response disruptor_KillIsEnemyAxeChance_50% } Response disruptor_KillIsEnemyWarlockChance_50% { scene "scenes/disruptor/disruptor_dis_rival_08.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_rival_09.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_rival_10.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_rival_11.vcd" nodelay noscene } Rule disruptor_KillIsEnemyWarlockChance_50%_Rule { criteria Kill Isdisruptor IsEnemyWarlock Chance_50% response disruptor_KillIsEnemyWarlockChance_50% } Response disruptor_KillIsEnemyChenChance_50% { scene "scenes/disruptor/disruptor_dis_rival_12.vcd" nodelay noscene } Rule disruptor_KillIsEnemyChenChance_50%_Rule { criteria Kill Isdisruptor IsEnemyChen Chance_50% response disruptor_KillIsEnemyChenChance_50% } Response disruptor_KillIsEnemyChaos_knightChance_50% { scene "scenes/disruptor/disruptor_dis_rival_13.vcd" nodelay noscene } Rule disruptor_KillIsEnemyChaos_knightChance_50%_Rule { criteria Kill Isdisruptor IsEnemyChaos_knight Chance_50% response disruptor_KillIsEnemyChaos_knightChance_50% } Response disruptor_KillIsEnemyOgre_MagiChance_50% { scene "scenes/disruptor/disruptor_dis_rival_14.vcd" nodelay noscene } Rule disruptor_KillIsEnemyOgre_MagiChance_50%_Rule { criteria Kill Isdisruptor IsEnemyOgre_Magi Chance_50% response disruptor_KillIsEnemyOgre_MagiChance_50% } Response disruptor_KillIsEnemyTinkerChance_50% { scene "scenes/disruptor/disruptor_dis_rival_15.vcd" nodelay noscene } Rule disruptor_KillIsEnemyTinkerChance_50%_Rule { criteria Kill Isdisruptor IsEnemyTinker Chance_50% response disruptor_KillIsEnemyTinkerChance_50% } Response disruptor_KillIsEnemySniperChance_50% { scene "scenes/disruptor/disruptor_dis_rival_16.vcd" nodelay noscene } Rule disruptor_KillIsEnemySniperChance_50%_Rule { criteria Kill Isdisruptor IsEnemySniper Chance_50% response disruptor_KillIsEnemySniperChance_50% } Response disruptor_KillIsEnemyRazorChance_50% { scene "scenes/disruptor/disruptor_dis_rival_17.vcd" nodelay noscene } Rule disruptor_KillIsEnemyRazorChance_50%_Rule { criteria Kill Isdisruptor IsEnemyRazor Chance_50% response disruptor_KillIsEnemyRazorChance_50% } Response disruptor_KillIsEnemyZuusChance_50% { scene "scenes/disruptor/disruptor_dis_rival_18.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_rival_19.vcd" nodelay noscene } Rule disruptor_KillIsEnemyZuusChance_50%_Rule { criteria Kill Isdisruptor IsEnemyZuus Chance_50% response disruptor_KillIsEnemyZuusChance_50% } Response disruptor_KillIsEnemyRattletrapChance_50% { scene "scenes/disruptor/disruptor_dis_rival_20.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_rival_21.vcd" nodelay noscene } Rule disruptor_KillIsEnemyRattletrapChance_50%_Rule { criteria Kill Isdisruptor IsEnemyRattletrap Chance_50% response disruptor_KillIsEnemyRattletrapChance_50% } Response disruptor_KillIsEnemyGyrocopterChance_50% { scene "scenes/disruptor/disruptor_dis_rival_22.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_rival_23.vcd" nodelay noscene } Rule disruptor_KillIsEnemyGyrocopterChance_50%_Rule { criteria Kill Isdisruptor IsEnemyGyrocopter Chance_50% response disruptor_KillIsEnemyGyrocopterChance_50% } Response disruptor_KillIsEnemyBounty_HunterChance_50% { scene "scenes/disruptor/disruptor_dis_rival_24.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_rival_25.vcd" nodelay noscene } Rule disruptor_KillIsEnemyBounty_HunterChance_50%_Rule { criteria Kill Isdisruptor IsEnemyBounty_Hunter Chance_50% response disruptor_KillIsEnemyBounty_HunterChance_50% } Response disruptor_KillIsEnemyAlchemistChance_50% { scene "scenes/disruptor/disruptor_dis_rival_26.vcd" nodelay noscene } Rule disruptor_KillIsEnemyAlchemistChance_50%_Rule { criteria Kill Isdisruptor IsEnemyAlchemist Chance_50% response disruptor_KillIsEnemyAlchemistChance_50% } Response disruptor_Move { scene "scenes/disruptor/disruptor_dis_move_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_move_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_move_04.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_move_05.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_move_06.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_move_07.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_move_08.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_move_09.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_move_11.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_move_12.vcd" nodelay noscene } Rule disruptor_Move_Rule { criteria Move Isdisruptor response disruptor_Move } Response disruptor_MoveChance_5% { scene "scenes/disruptor/disruptor_dis_move_10.vcd" nodelay noscene } Rule disruptor_MoveChance_5%_Rule { criteria Move Isdisruptor Chance_5% response disruptor_MoveChance_5% } Response disruptor_Attack { scene "scenes/disruptor/disruptor_dis_attack_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_attack_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_attack_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_attack_04.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_attack_05.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_attack_06.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_attack_07.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_attack_08.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_attack_09.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_attack_10.vcd" nodelay noscene } Rule disruptor_Attack_Rule { criteria Attack Isdisruptor response disruptor_Attack } Response disruptor_CastOrder { scene "scenes/disruptor/disruptor_dis_cast_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_cast_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_cast_03.vcd" nodelay noscene } Rule disruptor_CastOrder_Rule { criteria CastOrder Isdisruptor response disruptor_CastOrder } Response disruptor_CastExecuteIsAbilityDisruptorThunderStrikeChance_75% { scene "scenes/disruptor/disruptor_dis_thunderstrike_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_thunderstrike_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_thunderstrike_04.vcd" nodelay noscene } Rule disruptor_CastExecuteIsAbilityDisruptorThunderStrikeChance_75%_Rule { criteria CastExecute Isdisruptor IsAbilityDisruptorThunderStrike Chance_75% response disruptor_CastExecuteIsAbilityDisruptorThunderStrikeChance_75% } Response disruptor_CastExecuteIsAbilityDisruptorGlimpseChance_75% { scene "scenes/disruptor/disruptor_dis_glimpse_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_glimpse_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_glimpse_05.vcd" nodelay noscene } Rule disruptor_CastExecuteIsAbilityDisruptorGlimpseChance_75%_Rule { criteria CastExecute Isdisruptor IsAbilityDisruptorGlimpse Chance_75% response disruptor_CastExecuteIsAbilityDisruptorGlimpseChance_75% } Response disruptor_CastExecuteIsAbilityDisruptorKineticFieldChance_10% { scene "scenes/disruptor/disruptor_dis_kineticfield_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_kineticfield_02.vcd" nodelay noscene } Rule disruptor_CastExecuteIsAbilityDisruptorKineticFieldChance_10%_Rule { criteria CastExecute Isdisruptor IsAbilityDisruptorKineticField Chance_10% response disruptor_CastExecuteIsAbilityDisruptorKineticFieldChance_10% } Response disruptor_CastExecuteIsAbilityDisruptorKineticFieldChance_75% { scene "scenes/disruptor/disruptor_dis_kineticfield_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_kineticfield_04.vcd" nodelay noscene } Rule disruptor_CastExecuteIsAbilityDisruptorKineticFieldChance_75%_Rule { criteria CastExecute Isdisruptor IsAbilityDisruptorKineticField Chance_75% response disruptor_CastExecuteIsAbilityDisruptorKineticFieldChance_75% } Response disruptor_CastExecuteIsAbilityDisruptorStaticStormChance_75% { scene "scenes/disruptor/disruptor_dis_staticstorm_01.vcd" nodelay noscene } Rule disruptor_CastExecuteIsAbilityDisruptorStaticStormChance_75%_Rule { criteria CastExecute Isdisruptor IsAbilityDisruptorStaticStorm Chance_75% response disruptor_CastExecuteIsAbilityDisruptorStaticStormChance_75% } Response disruptor_CastExecuteIsAbilityDisruptorStaticStormChance_25% { scene "scenes/disruptor/disruptor_dis_staticstorm_03.vcd" nodelay noscene } Rule disruptor_CastExecuteIsAbilityDisruptorStaticStormChance_25%_Rule { criteria CastExecute Isdisruptor IsAbilityDisruptorStaticStorm Chance_25% response disruptor_CastExecuteIsAbilityDisruptorStaticStormChance_25% } Response disruptor_LevelUp { scene "scenes/disruptor/disruptor_dis_levelup_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_levelup_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_levelup_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_levelup_04.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_levelup_05.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_levelup_06.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_levelup_07.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_levelup_08.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_levelup_09.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_levelup_10.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_levelup_11.vcd" nodelay noscene } Rule disruptor_LevelUp_Rule { criteria LevelUp Isdisruptor response disruptor_LevelUp } Response disruptor_AllyNearIsAllyRazorEarlyGame { scene "scenes/disruptor/disruptor_dis_ally_01.vcd" nodelay noscene speakonce } Rule disruptor_AllyNearIsAllyRazorEarlyGame_Rule { criteria AllyNear Isdisruptor IsAllyRazor EarlyGame response disruptor_AllyNearIsAllyRazorEarlyGame } Response disruptor_AllyNearIsAllyRazorEarlyGameChance_15% { scene "scenes/disruptor/disruptor_dis_ally_02.vcd" nodelay noscene speakonce } Rule disruptor_AllyNearIsAllyRazorEarlyGameChance_15%_Rule { criteria AllyNear Isdisruptor IsAllyRazor EarlyGame Chance_15% response disruptor_AllyNearIsAllyRazorEarlyGameChance_15% } Response disruptor_AllyNearIsAllyZuusEarlyGame { scene "scenes/disruptor/disruptor_dis_ally_03.vcd" nodelay noscene speakonce } Rule disruptor_AllyNearIsAllyZuusEarlyGame_Rule { criteria AllyNear Isdisruptor IsAllyZuus EarlyGame response disruptor_AllyNearIsAllyZuusEarlyGame } Response disruptor_AllyNearIsAllyZuusEarlyGameChance_15% { scene "scenes/disruptor/disruptor_dis_ally_04.vcd" nodelay noscene speakonce } Rule disruptor_AllyNearIsAllyZuusEarlyGameChance_15%_Rule { criteria AllyNear Isdisruptor IsAllyZuus EarlyGame Chance_15% response disruptor_AllyNearIsAllyZuusEarlyGameChance_15% } Response disruptor_AllyNearIsAllyAxeEarlyGame { scene "scenes/disruptor/disruptor_dis_ally_05.vcd" nodelay noscene speakonce } Rule disruptor_AllyNearIsAllyAxeEarlyGame_Rule { criteria AllyNear Isdisruptor IsAllyAxe EarlyGame response disruptor_AllyNearIsAllyAxeEarlyGame } Response disruptor_AllyNearIsAllyAxeEarlyGameChance_15% { scene "scenes/disruptor/disruptor_dis_ally_06.vcd" nodelay noscene speakonce } Rule disruptor_AllyNearIsAllyAxeEarlyGameChance_15%_Rule { criteria AllyNear Isdisruptor IsAllyAxe EarlyGame Chance_15% response disruptor_AllyNearIsAllyAxeEarlyGameChance_15% } Response disruptor_AllyNearIsAllyGyrocopterEarlyGame { scene "scenes/disruptor/disruptor_dis_ally_07.vcd" nodelay noscene speakonce } Rule disruptor_AllyNearIsAllyGyrocopterEarlyGame_Rule { criteria AllyNear Isdisruptor IsAllyGyrocopter EarlyGame response disruptor_AllyNearIsAllyGyrocopterEarlyGame } Response disruptor_AllyNearIsAllyGyrocopterEarlyGameChance_15% { scene "scenes/disruptor/disruptor_dis_ally_08.vcd" nodelay noscene speakonce } Rule disruptor_AllyNearIsAllyGyrocopterEarlyGameChance_15%_Rule { criteria AllyNear Isdisruptor IsAllyGyrocopter EarlyGame Chance_15% response disruptor_AllyNearIsAllyGyrocopterEarlyGameChance_15% } Response disruptor_AllyNearIsAllyStormSpiritEarlyGame { scene "scenes/disruptor/disruptor_dis_ally_09.vcd" nodelay noscene speakonce } Rule disruptor_AllyNearIsAllyStormSpiritEarlyGame_Rule { criteria AllyNear Isdisruptor IsAllyStormSpirit EarlyGame response disruptor_AllyNearIsAllyStormSpiritEarlyGame } Response disruptor_Death { scene "scenes/disruptor/disruptor_dis_death_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_death_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_death_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_death_04.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_death_05.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_death_06.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_death_07.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_death_08.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_death_09.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_death_10.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_death_11.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_death_12.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_death_13.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_death_14.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_death_15.vcd" nodelay noscene } Rule disruptor_Death_Rule { criteria Death Isdisruptor response disruptor_Death } Response disruptor_DeathIsReincarnating { scene "scenes/disruptor/disruptor_dis_fastres_01.vcd" nodelay noscene } Rule disruptor_DeathIsReincarnating_Rule { criteria Death Isdisruptor IsReincarnating response disruptor_DeathIsReincarnating } Response disruptor_Respawn { scene "scenes/disruptor/disruptor_dis_respawn_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_respawn_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_respawn_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_respawn_04.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_respawn_05.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_respawn_06.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_respawn_07.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_respawn_08.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_respawn_09.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_respawn_11.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_respawn_12.vcd" nodelay noscene } Rule disruptor_Respawn_Rule { criteria Respawn Isdisruptor response disruptor_Respawn } Response disruptor_RespawnChance_5% { scene "scenes/disruptor/disruptor_dis_respawn_10.vcd" nodelay noscene } Rule disruptor_RespawnChance_5%_Rule { criteria Respawn Isdisruptor Chance_5% response disruptor_RespawnChance_5% } Response disruptor_LastHit { scene "scenes/disruptor/disruptor_dis_lasthit_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_lasthit_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_lasthit_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_lasthit_04.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_lasthit_05.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_lasthit_06.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_lasthit_07.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_lasthit_08.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_lasthit_09.vcd" nodelay noscene } Rule disruptor_LastHit_Rule { criteria LastHit Isdisruptor response disruptor_LastHit } Response disruptor_Deny { scene "scenes/disruptor/disruptor_dis_deny_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_deny_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_deny_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_deny_04.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_deny_05.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_deny_06.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_deny_07.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_deny_08.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_deny_09.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_deny_10.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_deny_11.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_deny_12.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_deny_13.vcd" nodelay noscene } Rule disruptor_Deny_Rule { criteria Deny Isdisruptor response disruptor_Deny } Response disruptor_Select { scene "scenes/disruptor/disruptor_dis_rare_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_rare_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_rare_03.vcd" nodelay noscene } Rule disruptor_Select_Rule { criteria Select Isdisruptor response disruptor_Select } Response disruptor_PurchaseIsExpensiveItem { scene "scenes/disruptor/disruptor_dis_purch_02.vcd" nodelay noscene speakonce scene "scenes/disruptor/disruptor_dis_purch_03.vcd" nodelay noscene speakonce } Rule disruptor_PurchaseIsExpensiveItem_Rule { criteria Purchase Isdisruptor IsExpensiveItem response disruptor_PurchaseIsExpensiveItem } Response disruptor_PurchaseIsUltimateScepter { scene "scenes/disruptor/disruptor_dis_scepter_01.vcd" nodelay noscene speakonce scene "scenes/disruptor/disruptor_dis_scepter_02.vcd" nodelay noscene speakonce } Rule disruptor_PurchaseIsUltimateScepter_Rule { criteria Purchase Isdisruptor IsUltimateScepter response disruptor_PurchaseIsUltimateScepter } Response disruptor_PurchaseIsBlinkDagger { scene "scenes/disruptor/disruptor_dis_blink_01.vcd" nodelay noscene speakonce scene "scenes/disruptor/disruptor_dis_blink_02.vcd" nodelay noscene speakonce } Rule disruptor_PurchaseIsBlinkDagger_Rule { criteria Purchase Isdisruptor IsBlinkDagger response disruptor_PurchaseIsBlinkDagger } Response disruptor_PurchaseIsMekansm { scene "scenes/disruptor/disruptor_dis_items_01.vcd" nodelay noscene speakonce } Rule disruptor_PurchaseIsMekansm_Rule { criteria Purchase Isdisruptor IsMekansm response disruptor_PurchaseIsMekansm } Response disruptor_PurchaseIsEulScepter { scene "scenes/disruptor/disruptor_dis_items_02.vcd" nodelay noscene speakonce } Rule disruptor_PurchaseIsEulScepter_Rule { criteria Purchase Isdisruptor IsEulScepter response disruptor_PurchaseIsEulScepter } Response disruptor_PurchaseIsForceStaff { scene "scenes/disruptor/disruptor_dis_items_03.vcd" nodelay noscene speakonce } Rule disruptor_PurchaseIsForceStaff_Rule { criteria Purchase Isdisruptor IsForceStaff response disruptor_PurchaseIsForceStaff } Response disruptor_PurchaseIsSphere { scene "scenes/disruptor/disruptor_dis_items_04.vcd" nodelay noscene speakonce } Rule disruptor_PurchaseIsSphere_Rule { criteria Purchase Isdisruptor IsSphere response disruptor_PurchaseIsSphere } Response disruptor_PurchaseIsSheepstick { scene "scenes/disruptor/disruptor_dis_items_05.vcd" nodelay noscene speakonce } Rule disruptor_PurchaseIsSheepstick_Rule { criteria Purchase Isdisruptor IsSheepstick response disruptor_PurchaseIsSheepstick } Response disruptor_PurchaseIsNecronomicon { scene "scenes/disruptor/disruptor_dis_items_06.vcd" nodelay noscene speakonce } Rule disruptor_PurchaseIsNecronomicon_Rule { criteria Purchase Isdisruptor IsNecronomicon response disruptor_PurchaseIsNecronomicon } Response disruptor_PurchaseIsPipe { scene "scenes/disruptor/disruptor_dis_items_07.vcd" nodelay noscene speakonce scene "scenes/disruptor/disruptor_dis_items_11.vcd" nodelay noscene speakonce } Rule disruptor_PurchaseIsPipe_Rule { criteria Purchase Isdisruptor IsPipe response disruptor_PurchaseIsPipe } Response disruptor_PurchaseIsShiva { scene "scenes/disruptor/disruptor_dis_items_08.vcd" nodelay noscene speakonce } Rule disruptor_PurchaseIsShiva_Rule { criteria Purchase Isdisruptor IsShiva response disruptor_PurchaseIsShiva } Response disruptor_PurchaseIsVanguard { scene "scenes/disruptor/disruptor_dis_items_09.vcd" nodelay noscene speakonce } Rule disruptor_PurchaseIsVanguard_Rule { criteria Purchase Isdisruptor IsVanguard response disruptor_PurchaseIsVanguard } Response disruptor_PurchaseIsDagon { scene "scenes/disruptor/disruptor_dis_items_10.vcd" nodelay noscene speakonce } Rule disruptor_PurchaseIsDagon_Rule { criteria Purchase Isdisruptor IsDagon response disruptor_PurchaseIsDagon } Response disruptor_PurchaseIsVeilofDiscord { scene "scenes/disruptor/disruptor_dis_items_12.vcd" nodelay noscene speakonce } Rule disruptor_PurchaseIsVeilofDiscord_Rule { criteria Purchase Isdisruptor IsVeilofDiscord response disruptor_PurchaseIsVeilofDiscord } Response disruptor_Bottling { scene "scenes/disruptor/disruptor_dis_bottle_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_bottle_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_bottle_03.vcd" nodelay noscene } Rule disruptor_Bottling_Rule { criteria Bottling Isdisruptor response disruptor_Bottling } Response disruptor_Immortality { scene "scenes/disruptor/disruptor_dis_immort_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_immort_02.vcd" nodelay noscene } Rule disruptor_Immortality_Rule { criteria Immortality Isdisruptor response disruptor_Immortality } Response disruptor_PowerupIsPowerupHaste { scene "scenes/disruptor/disruptor_dis_haste_01.vcd" nodelay noscene } Rule disruptor_PowerupIsPowerupHaste_Rule { criteria Powerup Isdisruptor IsPowerupHaste response disruptor_PowerupIsPowerupHaste } Response disruptor_PowerupIsPowerupHasteChance_25% { scene "scenes/disruptor/disruptor_dis_haste_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_haste_03.vcd" nodelay noscene } Rule disruptor_PowerupIsPowerupHasteChance_25%_Rule { criteria Powerup Isdisruptor IsPowerupHaste Chance_25% response disruptor_PowerupIsPowerupHasteChance_25% } Response disruptor_PowerupIsPowerupDoubleDamage { scene "scenes/disruptor/disruptor_dis_doubdam_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_doubdam_02.vcd" nodelay noscene } Rule disruptor_PowerupIsPowerupDoubleDamage_Rule { criteria Powerup Isdisruptor IsPowerupDoubleDamage response disruptor_PowerupIsPowerupDoubleDamage } Response disruptor_PowerupIsPowerupRegeneration { scene "scenes/disruptor/disruptor_dis_regen_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_regen_02.vcd" nodelay noscene } Rule disruptor_PowerupIsPowerupRegeneration_Rule { criteria Powerup Isdisruptor IsPowerupRegeneration response disruptor_PowerupIsPowerupRegeneration } Response disruptor_PowerupIsPowerupBounty { scene "scenes/disruptor/disruptor_dis_itemmoderate_01.vcd" nodelay noscene respeakdelay 300 } Rule disruptor_PowerupIsPowerupBounty_Rule { criteria Powerup Isdisruptor IsPowerupBounty response disruptor_PowerupIsPowerupBounty } Response disruptor_PowerupIsPowerupArcane { scene "scenes/disruptor/disruptor_dis_purch_01.vcd" nodelay noscene respeakdelay 300 } Rule disruptor_PowerupIsPowerupArcane_Rule { criteria Powerup Isdisruptor IsPowerupArcane response disruptor_PowerupIsPowerupArcane } Response disruptor_PowerupIsPowerupIllusion { scene "scenes/disruptor/disruptor_dis_illus_01.vcd" nodelay noscene } Rule disruptor_PowerupIsPowerupIllusion_Rule { criteria Powerup Isdisruptor IsPowerupIllusion response disruptor_PowerupIsPowerupIllusion } Response disruptor_PowerupIsPowerupIllusionChance_25% { scene "scenes/disruptor/disruptor_dis_illus_02.vcd" nodelay noscene } Rule disruptor_PowerupIsPowerupIllusionChance_25%_Rule { criteria Powerup Isdisruptor IsPowerupIllusion Chance_25% response disruptor_PowerupIsPowerupIllusionChance_25% } Response disruptor_PowerupIsPowerupInvisibility { scene "scenes/disruptor/disruptor_dis_invis_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_invis_02.vcd" nodelay noscene } Rule disruptor_PowerupIsPowerupInvisibility_Rule { criteria Powerup Isdisruptor IsPowerupInvisibility response disruptor_PowerupIsPowerupInvisibility } Response disruptor_Thanks { scene "scenes/disruptor/disruptor_dis_thanks_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_thanks_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_thanks_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_thanks_04.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_thanks_05.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_thanks_06.vcd" nodelay noscene } Rule disruptor_Thanks_Rule { criteria Thanks Isdisruptor response disruptor_Thanks } Response disruptor_PainChance_25% { scene "scenes/disruptor/disruptor_dis_underattack_01.vcd" nodelay noscene respeakdelay 120 } Rule disruptor_PainChance_25%_Rule { criteria Pain Isdisruptor Chance_25% response disruptor_PainChance_25% } Response disruptor_Pain { scene "scenes/disruptor/disruptor_dis_pain_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_pain_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_pain_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_pain_04.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_pain_05.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_pain_06.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_pain_07.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_pain_08.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_pain_09.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_pain_10.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_pain_11.vcd" nodelay noscene } Rule disruptor_Pain_Rule { criteria Pain Isdisruptor response disruptor_Pain } Response disruptor_InTheBag { scene "scenes/disruptor/disruptor_dis_inthebag_01.vcd" nodelay noscene } Rule disruptor_InTheBag_Rule { criteria InTheBag Isdisruptor response disruptor_InTheBag } Response disruptor_MissingIsLaneTop { scene "scenes/disruptor/disruptor_dis_lane_missing_01.vcd" nodelay noscene } Rule disruptor_MissingIsLaneTop_Rule { criteria Missing Isdisruptor IsLaneTop response disruptor_MissingIsLaneTop } Response disruptor_MissingIsLaneMid { scene "scenes/disruptor/disruptor_dis_lane_missing_02.vcd" nodelay noscene } Rule disruptor_MissingIsLaneMid_Rule { criteria Missing Isdisruptor IsLaneMid response disruptor_MissingIsLaneMid } Response disruptor_MissingIsLaneBot { scene "scenes/disruptor/disruptor_dis_lane_missing_03.vcd" nodelay noscene } Rule disruptor_MissingIsLaneBot_Rule { criteria Missing Isdisruptor IsLaneBot response disruptor_MissingIsLaneBot } Response disruptor_ItemDropIsCommonDrop { scene "scenes/disruptor/disruptor_dis_itemcommon_01.vcd" nodelay noscene } Rule disruptor_ItemDropIsCommonDrop_Rule { criteria ItemDrop Isdisruptor IsCommonDrop response disruptor_ItemDropIsCommonDrop } Response disruptor_ItemDropIsRareDrop { scene "scenes/disruptor/disruptor_dis_itemmoderate_01.vcd" nodelay noscene } Rule disruptor_ItemDropIsRareDrop_Rule { criteria ItemDrop Isdisruptor IsRareDrop response disruptor_ItemDropIsRareDrop } Response disruptor_ItemDropIsUltraRareDrop { scene "scenes/disruptor/disruptor_dis_itemrare_01.vcd" nodelay noscene } Rule disruptor_ItemDropIsUltraRareDrop_Rule { criteria ItemDrop Isdisruptor IsUltraRareDrop response disruptor_ItemDropIsUltraRareDrop } Response disruptor_CooldownLittleNag { scene "scenes/disruptor/disruptor_dis_notyet_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_notyet_04.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_notyet_07.vcd" nodelay noscene } Rule disruptor_CooldownLittleNag_Rule { criteria Cooldown Isdisruptor LittleNag response disruptor_CooldownLittleNag } Response disruptor_CooldownMediumNag { scene "scenes/disruptor/disruptor_dis_notyet_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_notyet_05.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_notyet_08.vcd" nodelay noscene } Rule disruptor_CooldownMediumNag_Rule { criteria Cooldown Isdisruptor MediumNag response disruptor_CooldownMediumNag } Response disruptor_CooldownSuperNag { scene "scenes/disruptor/disruptor_dis_notyet_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_notyet_06.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_notyet_09.vcd" nodelay noscene } Rule disruptor_CooldownSuperNag_Rule { criteria Cooldown Isdisruptor SuperNag response disruptor_CooldownSuperNag } Response disruptor_NoManaLittleNag { scene "scenes/disruptor/disruptor_dis_nomana_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_nomana_04.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_nomana_07.vcd" nodelay noscene } Rule disruptor_NoManaLittleNag_Rule { criteria NoMana Isdisruptor LittleNag response disruptor_NoManaLittleNag } Response disruptor_NoManaMediumNag { scene "scenes/disruptor/disruptor_dis_nomana_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_nomana_05.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_nomana_08.vcd" nodelay noscene } Rule disruptor_NoManaMediumNag_Rule { criteria NoMana Isdisruptor MediumNag response disruptor_NoManaMediumNag } Response disruptor_NoManaSuperNag { scene "scenes/disruptor/disruptor_dis_nomana_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_nomana_06.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_nomana_09.vcd" nodelay noscene } Rule disruptor_NoManaSuperNag_Rule { criteria NoMana Isdisruptor SuperNag response disruptor_NoManaSuperNag } Response disruptor_Defeat { scene "scenes/disruptor/disruptor_dis_lose_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_lose_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_lose_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_lose_04.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_lose_05.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_lose_06.vcd" nodelay noscene } Rule disruptor_Defeat_Rule { criteria Defeat Isdisruptor response disruptor_Defeat } Response disruptor_Victory { scene "scenes/disruptor/disruptor_dis_win_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_win_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_win_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_win_04.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_win_05.vcd" nodelay noscene } Rule disruptor_Victory_Rule { criteria Victory Isdisruptor response disruptor_Victory } Response disruptor_EmoteIsEmoteLaugh { scene "scenes/disruptor/disruptor_dis_laugh_01.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_laugh_02.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_laugh_03.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_laugh_04.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_laugh_05.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_laugh_06.vcd" nodelay noscene scene "scenes/disruptor/disruptor_dis_laugh_07.vcd" nodelay noscene } Rule disruptor_EmoteIsEmoteLaugh_Rule { criteria Emote Isdisruptor IsEmoteLaugh response disruptor_EmoteIsEmoteLaugh }