criterion "Issandking" "classname" "npc_dota_hero_sand_king" weight 5 required criterion "IsEnemysandking" "targetclassname" "npc_dota_hero_sand_king" weight 5 required criterion "IsAllysandking" "nearby_ally" "npc_dota_hero_sand_king" weight 5 required criterion "IsBurrowStrike" "abilityname" "sandking_burrowstrike" weight 5 required criterion "IsFailEpicenter" "failepicenter" "1.0" weight 5 required criterion "IsCausticFinale" "causticfinale" "1.0" weight 5 required criterion "IsSandKingLoadoutSpawn" "special_spawn" "sand_king_loadout_spawn" weight 5 required Response sandking_Spawn { scene "scenes/sandking/sandking_skg_spawn_03.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_spawn_04.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_spawn_05.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_spawn_06.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_spawn_07.vcd" nodelay noscene } Rule sandking_Spawn_Rule { criteria Spawn Issandking response sandking_Spawn } Response sandking_Move { scene "scenes/sandking/sandking_skg_move_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_02.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_03.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_04.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_05.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_06.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_07.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_09.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_10.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_11.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_12.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_13.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_14.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_15.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_16.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_18.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_19.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_20.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_21.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_22.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_23.vcd" nodelay noscene } Rule sandking_Move_Rule { criteria Move Issandking response sandking_Move } Response sandking_Attack { scene "scenes/sandking/sandking_skg_move_17.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_attack_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_attack_02.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_attack_03.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_attack_04.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_attack_05.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_attack_06.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_attack_07.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_attack_08.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_attack_09.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_attack_10.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_attack_11.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_attack_12.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_attack_13.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_attack_14.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_attack_15.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_attack_16.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_ability_sandstorm_02.vcd" nodelay noscene } Rule sandking_Attack_Rule { criteria Attack Issandking response sandking_Attack } Response sandking_CustomIsGameStart { scene "scenes/sandking/sandking_skg_cast_01.vcd" nodelay noscene scene "scenes/sandking/sandking_sand_battlebegins_01.vcd" nodelay noscene } Rule sandking_CustomIsGameStart_Rule { criteria Custom Issandking IsGameStart response sandking_CustomIsGameStart } Response sandking_CustomIsCausticFinaleChance_25% { scene "scenes/sandking/sandking_skg_ability_caustic_01.vcd" nodelay noscene weapondelay 30 scene "scenes/sandking/sandking_skg_ability_caustic_02.vcd" nodelay noscene weapondelay 30 scene "scenes/sandking/sandking_skg_ability_caustic_03.vcd" nodelay noscene weapondelay 30 scene "scenes/sandking/sandking_skg_ability_caustic_04.vcd" nodelay noscene weapondelay 30 } Rule sandking_CustomIsCausticFinaleChance_25%_Rule { criteria Custom Issandking IsCausticFinale Chance_25% response sandking_CustomIsCausticFinaleChance_25% } Response sandking_CustomIsFailEpicenter { scene "scenes/sandking/sandking_skg_ability_failure_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_ability_failure_02.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_ability_failure_03.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_ability_failure_04.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_ability_failure_05.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_ability_failure_06.vcd" nodelay noscene } Rule sandking_CustomIsFailEpicenter_Rule { criteria Custom Issandking IsFailEpicenter response sandking_CustomIsFailEpicenter } Response sandking_CustomIsSandKingLoadoutSpawn { scene "scenes/sandking/sandking_skg_spawn_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_spawn_02.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_spawn_03.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_spawn_04.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_spawn_05.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_spawn_06.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_spawn_07.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_17.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_22.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_move_23.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_attack_15.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_attack_16.vcd" nodelay noscene } Rule sandking_CustomIsSandKingLoadoutSpawn_Rule { criteria Custom Issandking IsSandKingLoadoutSpawn response sandking_CustomIsSandKingLoadoutSpawn } Response sandking_CastOrder { scene "scenes/sandking/sandking_skg_cast_02.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_cast_03.vcd" nodelay noscene } Rule sandking_CastOrder_Rule { criteria CastOrder Issandking response sandking_CastOrder } Response sandking_CastExecuteIsBurrowStrike { scene "scenes/sandking/sandking_skg_ability_burrowstrike_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_ability_burrowstrike_02.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_ability_burrowstrike_03.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_ability_burrowstrike_04.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_ability_burrowstrike_05.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_ability_burrowstrike_06.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_ability_burrowstrike_07.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_ability_burrowstrike_08.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_ability_burrowstrike_09.vcd" nodelay noscene } Rule sandking_CastExecuteIsBurrowStrike_Rule { criteria CastExecute Issandking IsBurrowStrike response sandking_CastExecuteIsBurrowStrike } Response sandking_Kill { scene "scenes/sandking/sandking_skg_ability_epicenter_blink_02.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_ability_epicenter_blink_03.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_kill_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_kill_02.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_kill_03.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_kill_04.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_kill_05.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_kill_06.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_kill_07.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_kill_08.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_kill_09.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_kill_10.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_03.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_04.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_05.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_06.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_07.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_08.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_09.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_10.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_11.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_12.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_14.vcd" nodelay noscene } Rule sandking_Kill_Rule { criteria Kill Issandking response sandking_Kill } Response sandking_KillIsSkeleton_KingChance_50% { scene "scenes/sandking/sandking_skg_killspecial_01.vcd" nodelay noscene } Rule sandking_KillIsSkeleton_KingChance_50%_Rule { criteria Kill Issandking IsSkeleton_King Chance_50% response sandking_KillIsSkeleton_KingChance_50% } Response sandking_KillIsEnemyBroodmotherChance_35% { scene "scenes/sandking/sandking_sand_rival_01.vcd" nodelay noscene } Rule sandking_KillIsEnemyBroodmotherChance_35%_Rule { criteria Kill Issandking IsEnemyBroodmother Chance_35% response sandking_KillIsEnemyBroodmotherChance_35% } Response sandking_KillIsEnemyWeaverChance_35% { scene "scenes/sandking/sandking_sand_rival_02.vcd" nodelay noscene scene "scenes/sandking/sandking_sand_rival_03.vcd" nodelay noscene } Rule sandking_KillIsEnemyWeaverChance_35%_Rule { criteria Kill Issandking IsEnemyWeaver Chance_35% response sandking_KillIsEnemyWeaverChance_35% } Response sandking_KillIsEnemyLionChance_35% { scene "scenes/sandking/sandking_sand_rival_04.vcd" nodelay noscene scene "scenes/sandking/sandking_sand_rival_05.vcd" nodelay noscene } Rule sandking_KillIsEnemyLionChance_35%_Rule { criteria Kill Issandking IsEnemyLion Chance_35% response sandking_KillIsEnemyLionChance_35% } Response sandking_KillIsEnemyWindrunnerChance_35% { scene "scenes/sandking/sandking_sand_rival_06.vcd" nodelay noscene } Rule sandking_KillIsEnemyWindrunnerChance_35%_Rule { criteria Kill Issandking IsEnemyWindrunner Chance_35% response sandking_KillIsEnemyWindrunnerChance_35% } Response sandking_KillIsEnemyEnchantressChance_35% { scene "scenes/sandking/sandking_sand_rival_08.vcd" nodelay noscene } Rule sandking_KillIsEnemyEnchantressChance_35%_Rule { criteria Kill Issandking IsEnemyEnchantress Chance_35% response sandking_KillIsEnemyEnchantressChance_35% } Response sandking_KillIsEnemyEarthshakerChance_35% { scene "scenes/sandking/sandking_sand_rival_09.vcd" nodelay noscene scene "scenes/sandking/sandking_sand_rival_10.vcd" nodelay noscene } Rule sandking_KillIsEnemyEarthshakerChance_35%_Rule { criteria Kill Issandking IsEnemyEarthshaker Chance_35% response sandking_KillIsEnemyEarthshakerChance_35% } Response sandking_KillIsEnemyMorphlingChance_35% { scene "scenes/sandking/sandking_sand_rival_11.vcd" nodelay noscene } Rule sandking_KillIsEnemyMorphlingChance_35%_Rule { criteria Kill Issandking IsEnemyMorphling Chance_35% response sandking_KillIsEnemyMorphlingChance_35% } Response sandking_KillIsEnemyFaceless_VoidChance_35% { scene "scenes/sandking/sandking_sand_rival_12.vcd" nodelay noscene } Rule sandking_KillIsEnemyFaceless_VoidChance_35%_Rule { criteria Kill Issandking IsEnemyFaceless_Void Chance_35% response sandking_KillIsEnemyFaceless_VoidChance_35% } Response sandking_KillIsEnemyFurionChance_35% { scene "scenes/sandking/sandking_sand_rival_13.vcd" nodelay noscene scene "scenes/sandking/sandking_sand_rival_14.vcd" nodelay noscene scene "scenes/sandking/sandking_sand_rival_15.vcd" nodelay noscene } Rule sandking_KillIsEnemyFurionChance_35%_Rule { criteria Kill Issandking IsEnemyFurion Chance_35% response sandking_KillIsEnemyFurionChance_35% } Response sandking_KillIsEnemyRattletrapChance_35% { scene "scenes/sandking/sandking_sand_rival_16.vcd" nodelay noscene } Rule sandking_KillIsEnemyRattletrapChance_35%_Rule { criteria Kill Issandking IsEnemyRattletrap Chance_35% response sandking_KillIsEnemyRattletrapChance_35% } Response sandking_KillIsEnemySilencerChance_35% { scene "scenes/sandking/sandking_sand_rival_17.vcd" nodelay noscene } Rule sandking_KillIsEnemySilencerChance_35%_Rule { criteria Kill Issandking IsEnemySilencer Chance_35% response sandking_KillIsEnemySilencerChance_35% } Response sandking_KillIsEnemyTinyChance_35% { scene "scenes/sandking/sandking_sand_rival_18.vcd" nodelay noscene scene "scenes/sandking/sandking_sand_rival_19.vcd" nodelay noscene } Rule sandking_KillIsEnemyTinyChance_35%_Rule { criteria Kill Issandking IsEnemyTiny Chance_35% response sandking_KillIsEnemyTinyChance_35% } Response sandking_KillIsFirstBlood { scene "scenes/sandking/sandking_sand_firstblood_01.vcd" nodelay noscene } Rule sandking_KillIsFirstBlood_Rule { criteria Kill Issandking IsFirstBlood response sandking_KillIsFirstBlood } Response sandking_Death { scene "scenes/sandking/sandking_skg_death_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_death_03.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_death_04.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_death_05.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_death_06.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_death_07.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_death_08.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_death_09.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_death_10.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_death_11.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_death_12.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_death_13.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_death_14.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_death_15.vcd" nodelay noscene } Rule sandking_Death_Rule { criteria Death Issandking response sandking_Death } Response sandking_DeathIsReincarnating { scene "scenes/sandking/sandking_skg_laugh_02.vcd" nodelay noscene scene "scenes/sandking/sandking_sand_fastres_01.vcd" nodelay noscene } Rule sandking_DeathIsReincarnating_Rule { criteria Death Issandking IsReincarnating response sandking_DeathIsReincarnating } Response sandking_Respawn { scene "scenes/sandking/sandking_skg_respawn_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_respawn_02.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_respawn_03.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_respawn_04.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_respawn_05.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_respawn_06.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_respawn_07.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_respawn_08.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_respawn_09.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_respawn_10.vcd" nodelay noscene } Rule sandking_Respawn_Rule { criteria Respawn Issandking response sandking_Respawn } Response sandking_Select { scene "scenes/sandking/sandking_skg_rare_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_rare_02.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_rare_03.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_rare_04.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_rare_05.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_rare_06.vcd" nodelay noscene } Rule sandking_Select_Rule { criteria Select Issandking response sandking_Select } Response sandking_PurchaseIsExpensiveItem { scene "scenes/sandking/sandking_skg_purch_01.vcd" nodelay noscene speakonce scene "scenes/sandking/sandking_skg_purch_02.vcd" nodelay noscene speakonce scene "scenes/sandking/sandking_skg_purch_03.vcd" nodelay noscene speakonce scene "scenes/sandking/sandking_skg_blink_02.vcd" nodelay noscene speakonce } Rule sandking_PurchaseIsExpensiveItem_Rule { criteria Purchase Issandking IsExpensiveItem response sandking_PurchaseIsExpensiveItem } Response sandking_PurchaseIsBlinkDagger { scene "scenes/sandking/sandking_skg_blink_01.vcd" nodelay noscene speakonce scene "scenes/sandking/sandking_skg_blink_03.vcd" nodelay noscene speakonce scene "scenes/sandking/sandking_skg_blink_04.vcd" nodelay noscene speakonce scene "scenes/sandking/sandking_sand_blink_01.vcd" nodelay noscene speakonce scene "scenes/sandking/sandking_sand_blink_02.vcd" nodelay noscene speakonce } Rule sandking_PurchaseIsBlinkDagger_Rule { criteria Purchase Issandking IsBlinkDagger response sandking_PurchaseIsBlinkDagger } Response sandking_PurchaseIsUltimateScepter { scene "scenes/sandking/sandking_sand_scepter_01.vcd" nodelay noscene speakonce scene "scenes/sandking/sandking_sand_scepter_02.vcd" nodelay noscene speakonce } Rule sandking_PurchaseIsUltimateScepter_Rule { criteria Purchase Issandking IsUltimateScepter response sandking_PurchaseIsUltimateScepter } Response sandking_PurchaseIsShiva { scene "scenes/sandking/sandking_sand_item_01.vcd" nodelay noscene speakonce } Rule sandking_PurchaseIsShiva_Rule { criteria Purchase Issandking IsShiva response sandking_PurchaseIsShiva } Response sandking_PurchaseIsBlackKingBar { scene "scenes/sandking/sandking_sand_item_02.vcd" nodelay noscene speakonce } Rule sandking_PurchaseIsBlackKingBar_Rule { criteria Purchase Issandking IsBlackKingBar response sandking_PurchaseIsBlackKingBar } Response sandking_PurchaseIsBlademail { scene "scenes/sandking/sandking_sand_item_03.vcd" nodelay noscene speakonce } Rule sandking_PurchaseIsBlademail_Rule { criteria Purchase Issandking IsBlademail response sandking_PurchaseIsBlademail } Response sandking_PurchaseIsBootsOfTravel { scene "scenes/sandking/sandking_sand_item_04.vcd" nodelay noscene speakonce } Rule sandking_PurchaseIsBootsOfTravel_Rule { criteria Purchase Issandking IsBootsOfTravel response sandking_PurchaseIsBootsOfTravel } Response sandking_Immortality { scene "scenes/sandking/sandking_skg_immort_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_immort_03.vcd" nodelay noscene } Rule sandking_Immortality_Rule { criteria Immortality Issandking response sandking_Immortality } Response sandking_ImmortalityChance_25% { scene "scenes/sandking/sandking_skg_immort_02.vcd" nodelay noscene } Rule sandking_ImmortalityChance_25%_Rule { criteria Immortality Issandking Chance_25% response sandking_ImmortalityChance_25% } Response sandking_Deny { scene "scenes/sandking/sandking_skg_deny_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_deny_02.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_deny_03.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_deny_05.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_deny_06.vcd" nodelay noscene } Rule sandking_Deny_Rule { criteria Deny Issandking response sandking_Deny } Response sandking_LastHit { scene "scenes/sandking/sandking_skg_lasthit_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_lasthit_02.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_lasthit_03.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_lasthit_04.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_lasthit_07.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_lasthit_08.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_lasthit_09.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_lasthit_10.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_lasthit_11.vcd" nodelay noscene } Rule sandking_LastHit_Rule { criteria LastHit Issandking response sandking_LastHit } Response sandking_ItemDropIsRareDrop { scene "scenes/sandking/sandking_skg_lasthit_05.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_happy_02.vcd" nodelay noscene } Rule sandking_ItemDropIsRareDrop_Rule { criteria ItemDrop Issandking IsRareDrop response sandking_ItemDropIsRareDrop } Response sandking_ItemDropIsUltraRareDrop { scene "scenes/sandking/sandking_skg_lasthit_06.vcd" nodelay noscene } Rule sandking_ItemDropIsUltraRareDrop_Rule { criteria ItemDrop Issandking IsUltraRareDrop response sandking_ItemDropIsUltraRareDrop } Response sandking_ItemDropIsCommonDrop { scene "scenes/sandking/sandking_skg_happy_01.vcd" nodelay noscene } Rule sandking_ItemDropIsCommonDrop_Rule { criteria ItemDrop Issandking IsCommonDrop response sandking_ItemDropIsCommonDrop } Response sandking_Defeat { scene "scenes/sandking/sandking_skg_lose_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_lose_02.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_lose_03.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_lose_04.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_lose_06.vcd" nodelay noscene } Rule sandking_Defeat_Rule { criteria Defeat Issandking response sandking_Defeat } Response sandking_Victory { scene "scenes/sandking/sandking_skg_win_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_win_02.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_win_03.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_win_05.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_win_06.vcd" nodelay noscene } Rule sandking_Victory_Rule { criteria Victory Issandking response sandking_Victory } Response sandking_Bottling { scene "scenes/sandking/sandking_skg_bottle_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_bottle_02.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_bottle_03.vcd" nodelay noscene } Rule sandking_Bottling_Rule { criteria Bottling Issandking response sandking_Bottling } Response sandking_PowerupIsPowerupHaste { scene "scenes/sandking/sandking_skg_haste_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_haste_03.vcd" nodelay noscene } Rule sandking_PowerupIsPowerupHaste_Rule { criteria Powerup Issandking IsPowerupHaste response sandking_PowerupIsPowerupHaste } Response sandking_PowerupIsPowerupBounty { scene "scenes/sandking/sandking_skg_lasthit_07.vcd" nodelay noscene respeakdelay 300 } Rule sandking_PowerupIsPowerupBounty_Rule { criteria Powerup Issandking IsPowerupBounty response sandking_PowerupIsPowerupBounty } Response sandking_PowerupIsPowerupDoubleDamage { scene "scenes/sandking/sandking_skg_doubdam_01.vcd" nodelay noscene } Rule sandking_PowerupIsPowerupDoubleDamage_Rule { criteria Powerup Issandking IsPowerupDoubleDamage response sandking_PowerupIsPowerupDoubleDamage } Response sandking_PowerupIsPowerupRegeneration { scene "scenes/sandking/sandking_skg_regen_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_regen_03.vcd" nodelay noscene } Rule sandking_PowerupIsPowerupRegeneration_Rule { criteria Powerup Issandking IsPowerupRegeneration response sandking_PowerupIsPowerupRegeneration } Response sandking_PowerupIsPowerupRegenerationChance_25% { scene "scenes/sandking/sandking_skg_regen_02.vcd" nodelay noscene } Rule sandking_PowerupIsPowerupRegenerationChance_25%_Rule { criteria Powerup Issandking IsPowerupRegeneration Chance_25% response sandking_PowerupIsPowerupRegenerationChance_25% } Response sandking_PowerupIsPowerupIllusion { scene "scenes/sandking/sandking_skg_illus_01.vcd" nodelay noscene } Rule sandking_PowerupIsPowerupIllusion_Rule { criteria Powerup Issandking IsPowerupIllusion response sandking_PowerupIsPowerupIllusion } Response sandking_PowerupIsPowerupIllusionChance_5% { scene "scenes/sandking/sandking_skg_illus_02.vcd" nodelay noscene } Rule sandking_PowerupIsPowerupIllusionChance_5%_Rule { criteria Powerup Issandking IsPowerupIllusion Chance_5% response sandking_PowerupIsPowerupIllusionChance_5% } Response sandking_PowerupIsPowerupInvisibility { scene "scenes/sandking/sandking_skg_invis_01.vcd" nodelay noscene } Rule sandking_PowerupIsPowerupInvisibility_Rule { criteria Powerup Issandking IsPowerupInvisibility response sandking_PowerupIsPowerupInvisibility } Response sandking_PowerupIsPowerupInvisibilityChance_5% { scene "scenes/sandking/sandking_skg_invis_02.vcd" nodelay noscene } Rule sandking_PowerupIsPowerupInvisibilityChance_5%_Rule { criteria Powerup Issandking IsPowerupInvisibility Chance_5% response sandking_PowerupIsPowerupInvisibilityChance_5% } Response sandking_PowerupIsPowerupArcane { scene "scenes/sandking/sandking_skg_happy_03.vcd" nodelay noscene respeakdelay 300 } Rule sandking_PowerupIsPowerupArcane_Rule { criteria Powerup Issandking IsPowerupArcane response sandking_PowerupIsPowerupArcane } Response sandking_LevelUp { scene "scenes/sandking/sandking_skg_level_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_level_02.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_level_03.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_level_04.vcd" nodelay noscene } Rule sandking_LevelUp_Rule { criteria LevelUp Issandking response sandking_LevelUp } Response sandking_Pain { scene "scenes/sandking/sandking_skg_pain_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_pain_02.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_pain_03.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_pain_04.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_pain_05.vcd" nodelay noscene } Rule sandking_Pain_Rule { criteria Pain Issandking response sandking_Pain } Response sandking_PainChance_25% { scene "scenes/sandking/sandking_sand_underattack_01.vcd" nodelay noscene respeakdelay 120 } Rule sandking_PainChance_25%_Rule { criteria Pain Issandking Chance_25% response sandking_PainChance_25% } Response sandking_CooldownLittleNag { scene "scenes/sandking/sandking_skg_notyet_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_notyet_02.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_notyet_03.vcd" nodelay noscene } Rule sandking_CooldownLittleNag_Rule { criteria Cooldown Issandking LittleNag response sandking_CooldownLittleNag } Response sandking_CooldownMediumNag { scene "scenes/sandking/sandking_skg_notyet_04.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_notyet_05.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_notyet_06.vcd" nodelay noscene } Rule sandking_CooldownMediumNag_Rule { criteria Cooldown Issandking MediumNag response sandking_CooldownMediumNag } Response sandking_CooldownSuperNag { scene "scenes/sandking/sandking_skg_notyet_07.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_notyet_08.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_notyet_09.vcd" nodelay noscene } Rule sandking_CooldownSuperNag_Rule { criteria Cooldown Issandking SuperNag response sandking_CooldownSuperNag } Response sandking_NoManaLittleNag { scene "scenes/sandking/sandking_skg_nomana_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_nomana_02.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_nomana_03.vcd" nodelay noscene } Rule sandking_NoManaLittleNag_Rule { criteria NoMana Issandking LittleNag response sandking_NoManaLittleNag } Response sandking_NoManaMediumNag { scene "scenes/sandking/sandking_skg_nomana_04.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_nomana_05.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_nomana_06.vcd" nodelay noscene } Rule sandking_NoManaMediumNag_Rule { criteria NoMana Issandking MediumNag response sandking_NoManaMediumNag } Response sandking_NoManaSuperNag { scene "scenes/sandking/sandking_skg_nomana_07.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_nomana_08.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_nomana_09.vcd" nodelay noscene } Rule sandking_NoManaSuperNag_Rule { criteria NoMana Issandking SuperNag response sandking_NoManaSuperNag } Response sandking_InTheBag { scene "scenes/sandking/sandking_skg_inthebag_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_inthebag_02.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_inthebag_03.vcd" nodelay noscene } Rule sandking_InTheBag_Rule { criteria InTheBag Issandking response sandking_InTheBag } Response sandking_MissingIsLaneTop { scene "scenes/sandking/sandking_sand_missing_lane_01.vcd" nodelay noscene } Rule sandking_MissingIsLaneTop_Rule { criteria Missing Issandking IsLaneTop response sandking_MissingIsLaneTop } Response sandking_MissingIsLaneMid { scene "scenes/sandking/sandking_sand_missing_lane_02.vcd" nodelay noscene } Rule sandking_MissingIsLaneMid_Rule { criteria Missing Issandking IsLaneMid response sandking_MissingIsLaneMid } Response sandking_MissingIsLaneBot { scene "scenes/sandking/sandking_sand_missing_lane_03.vcd" nodelay noscene } Rule sandking_MissingIsLaneBot_Rule { criteria Missing Issandking IsLaneBot response sandking_MissingIsLaneBot } Response sandking_Thanks { scene "scenes/sandking/sandking_sand_thanks_01.vcd" nodelay noscene scene "scenes/sandking/sandking_sand_thanks_02.vcd" nodelay noscene scene "scenes/sandking/sandking_sand_thanks_03.vcd" nodelay noscene } Rule sandking_Thanks_Rule { criteria Thanks Issandking response sandking_Thanks } Response sandking_EmoteIsEmoteLaugh { scene "scenes/sandking/sandking_skg_laugh_01.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_02.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_03.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_04.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_05.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_06.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_07.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_08.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_09.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_10.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_11.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_12.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_13.vcd" nodelay noscene scene "scenes/sandking/sandking_skg_laugh_14.vcd" nodelay noscene } Rule sandking_EmoteIsEmoteLaugh_Rule { criteria Emote Issandking IsEmoteLaugh response sandking_EmoteIsEmoteLaugh }