criterion "Istidehunter" "classname" "npc_dota_hero_tidehunter" weight 5 required criterion "IsEnemytidehunter" "targetclassname" "npc_dota_hero_tidehunter" weight 5 required criterion "IsAllytidehunter" "nearby_ally" "npc_dota_hero_tidehunter" weight 5 required criterion "IsAbilityGush" "abilityname" "tidehunter_gush" weight 5 required criterion "IsAbilityRavage" "abilityname" "tidehunter_ravage" weight 5 required criterion "IsTidehunterTauntBridgeThreat" "taunt_type" "tide_laugh_04" weight 5 required criterion "IsTidehunterTauntMech2Intro" "taunt_type" "tide_respawn_02" weight 5 required criterion "IsTidehunterLoadoutSpawn" "special_spawn" "tide_loadout_spawn" weight 5 required Response tidehunter_Spawn { scene "scenes/tidehunter/tidehunter_tide_spawn_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_spawn_02.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_spawn_03.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_spawn_04.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_spawn_05.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_spawn_06.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_spawn_07.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_spawn_09.vcd" nodelay noscene } Rule tidehunter_Spawn_Rule { criteria Spawn Istidehunter response tidehunter_Spawn } Response tidehunter_CustomIsGameStart { scene "scenes/tidehunter/tidehunter_tide_spawn_08.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_battlebegins_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_battlebegins_02.vcd" nodelay noscene } Rule tidehunter_CustomIsGameStart_Rule { criteria Custom Istidehunter IsGameStart response tidehunter_CustomIsGameStart } Response tidehunter_CustomIsTidehunterLoadoutSpawn { scene "scenes/tidehunter/tidehunter_tide_spawn_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_spawn_02.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_spawn_03.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_spawn_04.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_spawn_05.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_spawn_06.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_spawn_07.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_spawn_08.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_spawn_09.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_attack_10.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_kill_09.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_respawn_03.vcd" nodelay noscene } Rule tidehunter_CustomIsTidehunterLoadoutSpawn_Rule { criteria Custom Istidehunter IsTidehunterLoadoutSpawn response tidehunter_CustomIsTidehunterLoadoutSpawn } Response tidehunter_Move { scene "scenes/tidehunter/tidehunter_tide_move_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_move_02.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_move_03.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_move_04.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_move_05.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_move_06.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_move_07.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_move_08.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_move_09.vcd" nodelay noscene } Rule tidehunter_Move_Rule { criteria Move Istidehunter response tidehunter_Move } Response tidehunter_Attack { scene "scenes/tidehunter/tidehunter_tide_attack_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_attack_02.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_attack_03.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_attack_04.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_attack_05.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_attack_06.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_attack_07.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_attack_08.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_attack_09.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_attack_10.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_attack_11.vcd" nodelay noscene } Rule tidehunter_Attack_Rule { criteria Attack Istidehunter response tidehunter_Attack } Response tidehunter_CastOrder { scene "scenes/tidehunter/tidehunter_tide_cast_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_cast_02.vcd" nodelay noscene } Rule tidehunter_CastOrder_Rule { criteria CastOrder Istidehunter response tidehunter_CastOrder } Response tidehunter_KillIsAbilityGushChance_25% { scene "scenes/tidehunter/tidehunter_tide_ability_gush_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_ability_gush_02.vcd" nodelay noscene } Rule tidehunter_KillIsAbilityGushChance_25%_Rule { criteria Kill Istidehunter IsAbilityGush Chance_25% response tidehunter_KillIsAbilityGushChance_25% } Response tidehunter_KillIsAbilityRavageChance_25% { scene "scenes/tidehunter/tidehunter_tide_ability_ravage_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_ability_ravage_02.vcd" nodelay noscene } Rule tidehunter_KillIsAbilityRavageChance_25%_Rule { criteria Kill Istidehunter IsAbilityRavage Chance_25% response tidehunter_KillIsAbilityRavageChance_25% } Response tidehunter_Kill { scene "scenes/tidehunter/tidehunter_tide_kill_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_kill_02.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_kill_03.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_kill_04.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_kill_05.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_kill_06.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_kill_07.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_kill_08.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_kill_09.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_kill_10.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_kill_11.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_kill_12.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_laugh_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_laugh_02.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_laugh_03.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_laugh_04.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_laugh_05.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_laugh_06.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_laugh_07.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_rival_24.vcd" nodelay noscene } Rule tidehunter_Kill_Rule { criteria Kill Istidehunter response tidehunter_Kill } Response tidehunter_KillIsEnemyKunkka { scene "scenes/tidehunter/tidehunter_tide_rival_05.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_rival_06.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_rival_07.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_rival_08.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_rival_09.vcd" nodelay noscene } Rule tidehunter_KillIsEnemyKunkka_Rule { criteria Kill Istidehunter IsEnemyKunkka response tidehunter_KillIsEnemyKunkka } Response tidehunter_KillIsEnemyMorphlingChance_50% { scene "scenes/tidehunter/tidehunter_tide_rival_10.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_rival_11.vcd" nodelay noscene } Rule tidehunter_KillIsEnemyMorphlingChance_50%_Rule { criteria Kill Istidehunter IsEnemyMorphling Chance_50% response tidehunter_KillIsEnemyMorphlingChance_50% } Response tidehunter_KillIsEnemyNaga_SirenChance_50% { scene "scenes/tidehunter/tidehunter_tide_rival_12.vcd" nodelay noscene } Rule tidehunter_KillIsEnemyNaga_SirenChance_50%_Rule { criteria Kill Istidehunter IsEnemyNaga_Siren Chance_50% response tidehunter_KillIsEnemyNaga_SirenChance_50% } Response tidehunter_KillIsEnemyLinaChance_50% { scene "scenes/tidehunter/tidehunter_tide_rival_13.vcd" nodelay noscene } Rule tidehunter_KillIsEnemyLinaChance_50%_Rule { criteria Kill Istidehunter IsEnemyLina Chance_50% response tidehunter_KillIsEnemyLinaChance_50% } Response tidehunter_KillIsEnemyClinkzChance_50% { scene "scenes/tidehunter/tidehunter_tide_rival_14.vcd" nodelay noscene } Rule tidehunter_KillIsEnemyClinkzChance_50%_Rule { criteria Kill Istidehunter IsEnemyClinkz Chance_50% response tidehunter_KillIsEnemyClinkzChance_50% } Response tidehunter_KillIsEnemySlardarChance_50% { scene "scenes/tidehunter/tidehunter_tide_rival_15.vcd" nodelay noscene } Rule tidehunter_KillIsEnemySlardarChance_50%_Rule { criteria Kill Istidehunter IsEnemySlardar Chance_50% response tidehunter_KillIsEnemySlardarChance_50% } Response tidehunter_KillIsEnemyLycanChance_50% { scene "scenes/tidehunter/tidehunter_tide_rival_16.vcd" nodelay noscene } Rule tidehunter_KillIsEnemyLycanChance_50%_Rule { criteria Kill Istidehunter IsEnemyLycan Chance_50% response tidehunter_KillIsEnemyLycanChance_50% } Response tidehunter_KillIsEnemySandkingChance_50% { scene "scenes/tidehunter/tidehunter_tide_rival_17.vcd" nodelay noscene } Rule tidehunter_KillIsEnemySandkingChance_50%_Rule { criteria Kill Istidehunter IsEnemySandking Chance_50% response tidehunter_KillIsEnemySandkingChance_50% } Response tidehunter_KillIsEnemyPuckChance_50% { scene "scenes/tidehunter/tidehunter_tide_rival_18.vcd" nodelay noscene } Rule tidehunter_KillIsEnemyPuckChance_50%_Rule { criteria Kill Istidehunter IsEnemyPuck Chance_50% response tidehunter_KillIsEnemyPuckChance_50% } Response tidehunter_KillIsEnemyAxeChance_50% { scene "scenes/tidehunter/tidehunter_tide_rival_19.vcd" nodelay noscene } Rule tidehunter_KillIsEnemyAxeChance_50%_Rule { criteria Kill Istidehunter IsEnemyAxe Chance_50% response tidehunter_KillIsEnemyAxeChance_50% } Response tidehunter_KillIsEnemyRattletrapChance_50% { scene "scenes/tidehunter/tidehunter_tide_rival_20.vcd" nodelay noscene } Rule tidehunter_KillIsEnemyRattletrapChance_50%_Rule { criteria Kill Istidehunter IsEnemyRattletrap Chance_50% response tidehunter_KillIsEnemyRattletrapChance_50% } Response tidehunter_KillIsEnemyTinyChance_50% { scene "scenes/tidehunter/tidehunter_tide_rival_21.vcd" nodelay noscene } Rule tidehunter_KillIsEnemyTinyChance_50%_Rule { criteria Kill Istidehunter IsEnemyTiny Chance_50% response tidehunter_KillIsEnemyTinyChance_50% } Response tidehunter_KillIsEnemyWeaverChance_50% { scene "scenes/tidehunter/tidehunter_tide_rival_22.vcd" nodelay noscene } Rule tidehunter_KillIsEnemyWeaverChance_50%_Rule { criteria Kill Istidehunter IsEnemyWeaver Chance_50% response tidehunter_KillIsEnemyWeaverChance_50% } Response tidehunter_KillIsEnemyEnigmaChance_50% { scene "scenes/tidehunter/tidehunter_tide_rival_23.vcd" nodelay noscene } Rule tidehunter_KillIsEnemyEnigmaChance_50%_Rule { criteria Kill Istidehunter IsEnemyEnigma Chance_50% response tidehunter_KillIsEnemyEnigmaChance_50% } Response tidehunter_KillIsEnemyDark_SeerChance_50% { scene "scenes/tidehunter/tidehunter_tide_rival_25.vcd" nodelay noscene } Rule tidehunter_KillIsEnemyDark_SeerChance_50%_Rule { criteria Kill Istidehunter IsEnemyDark_Seer Chance_50% response tidehunter_KillIsEnemyDark_SeerChance_50% } Response tidehunter_KillIsFirstBlood { scene "scenes/tidehunter/tidehunter_tide_firstblood_01.vcd" nodelay noscene } Rule tidehunter_KillIsFirstBlood_Rule { criteria Kill Istidehunter IsFirstBlood response tidehunter_KillIsFirstBlood } Response tidehunter_LevelUpIsLevel_2 { scene "scenes/tidehunter/tidehunter_tide_level_01.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_2_Rule { criteria LevelUp Istidehunter IsLevel_2 response tidehunter_LevelUpIsLevel_2 } Response tidehunter_LevelUpIsLevel_3 { scene "scenes/tidehunter/tidehunter_tide_level_02.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_3_Rule { criteria LevelUp Istidehunter IsLevel_3 response tidehunter_LevelUpIsLevel_3 } Response tidehunter_LevelUpIsLevel_4 { scene "scenes/tidehunter/tidehunter_tide_level_03.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_4_Rule { criteria LevelUp Istidehunter IsLevel_4 response tidehunter_LevelUpIsLevel_4 } Response tidehunter_LevelUpIsLevel_5 { scene "scenes/tidehunter/tidehunter_tide_level_04.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_5_Rule { criteria LevelUp Istidehunter IsLevel_5 response tidehunter_LevelUpIsLevel_5 } Response tidehunter_LevelUpIsLevel_6 { scene "scenes/tidehunter/tidehunter_tide_level_05.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_6_Rule { criteria LevelUp Istidehunter IsLevel_6 response tidehunter_LevelUpIsLevel_6 } Response tidehunter_LevelUpIsLevel_7 { scene "scenes/tidehunter/tidehunter_tide_level_06.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_7_Rule { criteria LevelUp Istidehunter IsLevel_7 response tidehunter_LevelUpIsLevel_7 } Response tidehunter_LevelUpIsLevel_8 { scene "scenes/tidehunter/tidehunter_tide_level_07.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_8_Rule { criteria LevelUp Istidehunter IsLevel_8 response tidehunter_LevelUpIsLevel_8 } Response tidehunter_LevelUpIsLevel_9 { scene "scenes/tidehunter/tidehunter_tide_level_08.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_9_Rule { criteria LevelUp Istidehunter IsLevel_9 response tidehunter_LevelUpIsLevel_9 } Response tidehunter_LevelUpIsLevel_10 { scene "scenes/tidehunter/tidehunter_tide_level_09.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_10_Rule { criteria LevelUp Istidehunter IsLevel_10 response tidehunter_LevelUpIsLevel_10 } Response tidehunter_LevelUpIsLevel_11 { scene "scenes/tidehunter/tidehunter_tide_level_10.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_11_Rule { criteria LevelUp Istidehunter IsLevel_11 response tidehunter_LevelUpIsLevel_11 } Response tidehunter_LevelUpIsLevel_12 { scene "scenes/tidehunter/tidehunter_tide_level_11.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_12_Rule { criteria LevelUp Istidehunter IsLevel_12 response tidehunter_LevelUpIsLevel_12 } Response tidehunter_LevelUpIsLevel_13 { scene "scenes/tidehunter/tidehunter_tide_level_12.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_13_Rule { criteria LevelUp Istidehunter IsLevel_13 response tidehunter_LevelUpIsLevel_13 } Response tidehunter_LevelUpIsLevel_14 { scene "scenes/tidehunter/tidehunter_tide_level_13.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_14_Rule { criteria LevelUp Istidehunter IsLevel_14 response tidehunter_LevelUpIsLevel_14 } Response tidehunter_LevelUpIsLevel_15 { scene "scenes/tidehunter/tidehunter_tide_level_14.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_15_Rule { criteria LevelUp Istidehunter IsLevel_15 response tidehunter_LevelUpIsLevel_15 } Response tidehunter_LevelUpIsLevel_16 { scene "scenes/tidehunter/tidehunter_tide_level_15.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_16_Rule { criteria LevelUp Istidehunter IsLevel_16 response tidehunter_LevelUpIsLevel_16 } Response tidehunter_LevelUpIsLevel_17 { scene "scenes/tidehunter/tidehunter_tide_level_16.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_17_Rule { criteria LevelUp Istidehunter IsLevel_17 response tidehunter_LevelUpIsLevel_17 } Response tidehunter_LevelUpIsLevel_18 { scene "scenes/tidehunter/tidehunter_tide_level_17.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_18_Rule { criteria LevelUp Istidehunter IsLevel_18 response tidehunter_LevelUpIsLevel_18 } Response tidehunter_LevelUpIsLevel_19 { scene "scenes/tidehunter/tidehunter_tide_level_18.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_19_Rule { criteria LevelUp Istidehunter IsLevel_19 response tidehunter_LevelUpIsLevel_19 } Response tidehunter_LevelUpIsLevel_20 { scene "scenes/tidehunter/tidehunter_tide_level_19.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_20_Rule { criteria LevelUp Istidehunter IsLevel_20 response tidehunter_LevelUpIsLevel_20 } Response tidehunter_LevelUpIsLevel_21 { scene "scenes/tidehunter/tidehunter_tide_level_20.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_21_Rule { criteria LevelUp Istidehunter IsLevel_21 response tidehunter_LevelUpIsLevel_21 } Response tidehunter_LevelUpIsLevel_22 { scene "scenes/tidehunter/tidehunter_tide_level_21.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_22_Rule { criteria LevelUp Istidehunter IsLevel_22 response tidehunter_LevelUpIsLevel_22 } Response tidehunter_LevelUpIsLevel_23 { scene "scenes/tidehunter/tidehunter_tide_level_22.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_23_Rule { criteria LevelUp Istidehunter IsLevel_23 response tidehunter_LevelUpIsLevel_23 } Response tidehunter_LevelUpIsLevel_24 { scene "scenes/tidehunter/tidehunter_tide_level_23.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_24_Rule { criteria LevelUp Istidehunter IsLevel_24 response tidehunter_LevelUpIsLevel_24 } Response tidehunter_LevelUpIsLevel_25 { scene "scenes/tidehunter/tidehunter_tide_level_25.vcd" nodelay noscene } Rule tidehunter_LevelUpIsLevel_25_Rule { criteria LevelUp Istidehunter IsLevel_25 response tidehunter_LevelUpIsLevel_25 } Response tidehunter_LastHit { scene "scenes/tidehunter/tidehunter_tide_lasthit_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_lasthit_02.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_lasthit_03.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_lasthit_04.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_lasthit_05.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_lasthit_06.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_lasthit_07.vcd" nodelay noscene } Rule tidehunter_LastHit_Rule { criteria LastHit Istidehunter response tidehunter_LastHit } Response tidehunter_Defeat { scene "scenes/tidehunter/tidehunter_tide_death_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_lose_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_lose_02.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_lose_03.vcd" nodelay noscene } Rule tidehunter_Defeat_Rule { criteria Defeat Istidehunter response tidehunter_Defeat } Response tidehunter_Death { scene "scenes/tidehunter/tidehunter_tide_death_02.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_death_03.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_death_04.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_death_05.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_death_06.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_death_07.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_death_08.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_death_09.vcd" nodelay noscene } Rule tidehunter_Death_Rule { criteria Death Istidehunter response tidehunter_Death } Response tidehunter_DeathIsEnemyKunkka { scene "scenes/tidehunter/tidehunter_tide_rival_03.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_rival_04.vcd" nodelay noscene } Rule tidehunter_DeathIsEnemyKunkka_Rule { criteria Death Istidehunter IsEnemyKunkka response tidehunter_DeathIsEnemyKunkka } Response tidehunter_DeathIsReincarnating { scene "scenes/tidehunter/tidehunter_tide_fastres_01.vcd" nodelay noscene } Rule tidehunter_DeathIsReincarnating_Rule { criteria Death Istidehunter IsReincarnating response tidehunter_DeathIsReincarnating } Response tidehunter_AllyNearIsAllyKunkkaEarlyGame { scene "scenes/tidehunter/tidehunter_tide_rival_02.vcd" nodelay noscene speakonce } Rule tidehunter_AllyNearIsAllyKunkkaEarlyGame_Rule { criteria AllyNear Istidehunter IsAllyKunkka EarlyGame response tidehunter_AllyNearIsAllyKunkkaEarlyGame } Response tidehunter_Respawn { scene "scenes/tidehunter/tidehunter_tide_respawn_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_respawn_02.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_respawn_03.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_respawn_04.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_respawn_05.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_respawn_06.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_respawn_07.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_respawn_08.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_respawn_09.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_respawn_10.vcd" nodelay noscene } Rule tidehunter_Respawn_Rule { criteria Respawn Istidehunter response tidehunter_Respawn } Response tidehunter_Select { scene "scenes/tidehunter/tidehunter_tide_rare_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_rare_02.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_rare_03.vcd" nodelay noscene } Rule tidehunter_Select_Rule { criteria Select Istidehunter response tidehunter_Select } Response tidehunter_PurchaseIsExpensiveItem { scene "scenes/tidehunter/tidehunter_tide_purch_01.vcd" nodelay noscene speakonce scene "scenes/tidehunter/tidehunter_tide_purch_02.vcd" nodelay noscene speakonce scene "scenes/tidehunter/tidehunter_tide_purch_03.vcd" nodelay noscene speakonce } Rule tidehunter_PurchaseIsExpensiveItem_Rule { criteria Purchase Istidehunter IsExpensiveItem response tidehunter_PurchaseIsExpensiveItem } Response tidehunter_PurchaseIsBlinkDagger { scene "scenes/tidehunter/tidehunter_tide_blink_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_blink_02.vcd" nodelay noscene speakonce scene "scenes/tidehunter/tidehunter_tide_blink_03.vcd" nodelay noscene speakonce scene "scenes/tidehunter/tidehunter_tide_blink_04.vcd" nodelay noscene speakonce } Rule tidehunter_PurchaseIsBlinkDagger_Rule { criteria Purchase Istidehunter IsBlinkDagger response tidehunter_PurchaseIsBlinkDagger } Response tidehunter_PurchaseIsAssaultCuirass { scene "scenes/tidehunter/tidehunter_tide_item_01.vcd" nodelay noscene speakonce } Rule tidehunter_PurchaseIsAssaultCuirass_Rule { criteria Purchase Istidehunter IsAssaultCuirass response tidehunter_PurchaseIsAssaultCuirass } Response tidehunter_PurchaseIsShiva { scene "scenes/tidehunter/tidehunter_tide_item_02.vcd" nodelay noscene speakonce } Rule tidehunter_PurchaseIsShiva_Rule { criteria Purchase Istidehunter IsShiva response tidehunter_PurchaseIsShiva } Response tidehunter_PurchaseIsHeart { scene "scenes/tidehunter/tidehunter_tide_item_03.vcd" nodelay noscene speakonce } Rule tidehunter_PurchaseIsHeart_Rule { criteria Purchase Istidehunter IsHeart response tidehunter_PurchaseIsHeart } Response tidehunter_PurchaseIsBlademail { scene "scenes/tidehunter/tidehunter_tide_item_04.vcd" nodelay noscene speakonce } Rule tidehunter_PurchaseIsBlademail_Rule { criteria Purchase Istidehunter IsBlademail response tidehunter_PurchaseIsBlademail } Response tidehunter_PurchaseIsRefresher { scene "scenes/tidehunter/tidehunter_tide_item_05.vcd" nodelay noscene speakonce } Rule tidehunter_PurchaseIsRefresher_Rule { criteria Purchase Istidehunter IsRefresher response tidehunter_PurchaseIsRefresher } Response tidehunter_PurchaseIsUltimateScepter { scene "scenes/tidehunter/tidehunter_tide_scepter_01.vcd" nodelay noscene speakonce scene "scenes/tidehunter/tidehunter_tide_scepter_02.vcd" nodelay noscene speakonce } Rule tidehunter_PurchaseIsUltimateScepter_Rule { criteria Purchase Istidehunter IsUltimateScepter response tidehunter_PurchaseIsUltimateScepter } Response tidehunter_Bottling { scene "scenes/tidehunter/tidehunter_tide_bottle_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_bottle_02.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_bottle_03.vcd" nodelay noscene } Rule tidehunter_Bottling_Rule { criteria Bottling Istidehunter response tidehunter_Bottling } Response tidehunter_Deny { scene "scenes/tidehunter/tidehunter_tide_deny_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_deny_02.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_deny_03.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_deny_04.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_deny_05.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_deny_06.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_deny_07.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_deny_08.vcd" nodelay noscene } Rule tidehunter_Deny_Rule { criteria Deny Istidehunter response tidehunter_Deny } Response tidehunter_Victory { scene "scenes/tidehunter/tidehunter_tide_win_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_win_02.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_win_03.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_win_04.vcd" nodelay noscene } Rule tidehunter_Victory_Rule { criteria Victory Istidehunter response tidehunter_Victory } Response tidehunter_Immortality { scene "scenes/tidehunter/tidehunter_tide_immort_01.vcd" nodelay noscene } Rule tidehunter_Immortality_Rule { criteria Immortality Istidehunter response tidehunter_Immortality } Response tidehunter_ImmortalityChance_25% { scene "scenes/tidehunter/tidehunter_tide_immort_02.vcd" nodelay noscene } Rule tidehunter_ImmortalityChance_25%_Rule { criteria Immortality Istidehunter Chance_25% response tidehunter_ImmortalityChance_25% } Response tidehunter_PowerupIsPowerupHaste { scene "scenes/tidehunter/tidehunter_tide_haste_01.vcd" nodelay noscene } Rule tidehunter_PowerupIsPowerupHaste_Rule { criteria Powerup Istidehunter IsPowerupHaste response tidehunter_PowerupIsPowerupHaste } Response tidehunter_PowerupIsPowerupHasteChance_25% { scene "scenes/tidehunter/tidehunter_tide_haste_02.vcd" nodelay noscene } Rule tidehunter_PowerupIsPowerupHasteChance_25%_Rule { criteria Powerup Istidehunter IsPowerupHaste Chance_25% response tidehunter_PowerupIsPowerupHasteChance_25% } Response tidehunter_PowerupIsPowerupDoubleDamage { scene "scenes/tidehunter/tidehunter_tide_doubdam_01.vcd" nodelay noscene } Rule tidehunter_PowerupIsPowerupDoubleDamage_Rule { criteria Powerup Istidehunter IsPowerupDoubleDamage response tidehunter_PowerupIsPowerupDoubleDamage } Response tidehunter_PowerupIsPowerupRegeneration { scene "scenes/tidehunter/tidehunter_tide_regen_01.vcd" nodelay noscene } Rule tidehunter_PowerupIsPowerupRegeneration_Rule { criteria Powerup Istidehunter IsPowerupRegeneration response tidehunter_PowerupIsPowerupRegeneration } Response tidehunter_PowerupIsPowerupBounty { scene "scenes/tidehunter/tidehunter_tide_lasthit_04.vcd" nodelay noscene respeakdelay 300 scene "scenes/tidehunter/tidehunter_tide_bounty_01.vcd" nodelay noscene respeakdelay 300 } Rule tidehunter_PowerupIsPowerupBounty_Rule { criteria Powerup Istidehunter IsPowerupBounty response tidehunter_PowerupIsPowerupBounty } Response tidehunter_PowerupIsPowerupArcane { scene "scenes/tidehunter/tidehunter_tide_arcane_01.vcd" nodelay noscene respeakdelay 300 } Rule tidehunter_PowerupIsPowerupArcane_Rule { criteria Powerup Istidehunter IsPowerupArcane response tidehunter_PowerupIsPowerupArcane } Response tidehunter_PowerupIsPowerupIllusion { scene "scenes/tidehunter/tidehunter_tide_illus_01.vcd" nodelay noscene } Rule tidehunter_PowerupIsPowerupIllusion_Rule { criteria Powerup Istidehunter IsPowerupIllusion response tidehunter_PowerupIsPowerupIllusion } Response tidehunter_PowerupIsPowerupInvisibility { scene "scenes/tidehunter/tidehunter_tide_invis_01.vcd" nodelay noscene } Rule tidehunter_PowerupIsPowerupInvisibility_Rule { criteria Powerup Istidehunter IsPowerupInvisibility response tidehunter_PowerupIsPowerupInvisibility } Response tidehunter_PowerupIsPowerupInvisibilityChance_5% { scene "scenes/tidehunter/tidehunter_tide_invis_02.vcd" nodelay noscene } Rule tidehunter_PowerupIsPowerupInvisibilityChance_5%_Rule { criteria Powerup Istidehunter IsPowerupInvisibility Chance_5% response tidehunter_PowerupIsPowerupInvisibilityChance_5% } Response tidehunter_CooldownLittleNag { scene "scenes/tidehunter/tidehunter_tide_notyet_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_notyet_02.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_notyet_03.vcd" nodelay noscene } Rule tidehunter_CooldownLittleNag_Rule { criteria Cooldown Istidehunter LittleNag response tidehunter_CooldownLittleNag } Response tidehunter_CooldownMediumNag { scene "scenes/tidehunter/tidehunter_tide_notyet_04.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_notyet_05.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_notyet_06.vcd" nodelay noscene } Rule tidehunter_CooldownMediumNag_Rule { criteria Cooldown Istidehunter MediumNag response tidehunter_CooldownMediumNag } Response tidehunter_CooldownSuperNag { scene "scenes/tidehunter/tidehunter_tide_notyet_07.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_notyet_08.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_notyet_09.vcd" nodelay noscene } Rule tidehunter_CooldownSuperNag_Rule { criteria Cooldown Istidehunter SuperNag response tidehunter_CooldownSuperNag } Response tidehunter_NoManaLittleNag { scene "scenes/tidehunter/tidehunter_tide_nomana_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_nomana_02.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_nomana_03.vcd" nodelay noscene } Rule tidehunter_NoManaLittleNag_Rule { criteria NoMana Istidehunter LittleNag response tidehunter_NoManaLittleNag } Response tidehunter_NoManaMediumNag { scene "scenes/tidehunter/tidehunter_tide_nomana_04.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_nomana_05.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_nomana_06.vcd" nodelay noscene } Rule tidehunter_NoManaMediumNag_Rule { criteria NoMana Istidehunter MediumNag response tidehunter_NoManaMediumNag } Response tidehunter_NoManaSuperNag { scene "scenes/tidehunter/tidehunter_tide_nomana_07.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_nomana_08.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_nomana_09.vcd" nodelay noscene } Rule tidehunter_NoManaSuperNag_Rule { criteria NoMana Istidehunter SuperNag response tidehunter_NoManaSuperNag } Response tidehunter_InTheBag { scene "scenes/tidehunter/tidehunter_tide_inthebag_01.vcd" nodelay noscene } Rule tidehunter_InTheBag_Rule { criteria InTheBag Istidehunter response tidehunter_InTheBag } Response tidehunter_Pain { scene "scenes/tidehunter/tidehunter_tide_pain_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_pain_02.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_pain_03.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_pain_04.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_pain_05.vcd" nodelay noscene } Rule tidehunter_Pain_Rule { criteria Pain Istidehunter response tidehunter_Pain } Response tidehunter_PainChance_25% { scene "scenes/tidehunter/tidehunter_tide_underattack_01.vcd" nodelay noscene respeakdelay 120 } Rule tidehunter_PainChance_25%_Rule { criteria Pain Istidehunter Chance_25% response tidehunter_PainChance_25% } Response tidehunter_ItemDropIsCommonDrop { scene "scenes/tidehunter/tidehunter_tide_happy_02.vcd" nodelay noscene } Rule tidehunter_ItemDropIsCommonDrop_Rule { criteria ItemDrop Istidehunter IsCommonDrop response tidehunter_ItemDropIsCommonDrop } Response tidehunter_ItemDropIsUltraRareDrop { scene "scenes/tidehunter/tidehunter_tide_happy_03.vcd" nodelay noscene } Rule tidehunter_ItemDropIsUltraRareDrop_Rule { criteria ItemDrop Istidehunter IsUltraRareDrop response tidehunter_ItemDropIsUltraRareDrop } Response tidehunter_ItemDropIsRareDrop { scene "scenes/tidehunter/tidehunter_tide_happy_04.vcd" nodelay noscene } Rule tidehunter_ItemDropIsRareDrop_Rule { criteria ItemDrop Istidehunter IsRareDrop response tidehunter_ItemDropIsRareDrop } Response tidehunter_MissingIsLaneTop { scene "scenes/tidehunter/tidehunter_tide_missing_lane_01.vcd" nodelay noscene } Rule tidehunter_MissingIsLaneTop_Rule { criteria Missing Istidehunter IsLaneTop response tidehunter_MissingIsLaneTop } Response tidehunter_MissingIsLaneMid { scene "scenes/tidehunter/tidehunter_tide_missing_lane_02.vcd" nodelay noscene } Rule tidehunter_MissingIsLaneMid_Rule { criteria Missing Istidehunter IsLaneMid response tidehunter_MissingIsLaneMid } Response tidehunter_MissingIsLaneBot { scene "scenes/tidehunter/tidehunter_tide_missing_lane_03.vcd" nodelay noscene } Rule tidehunter_MissingIsLaneBot_Rule { criteria Missing Istidehunter IsLaneBot response tidehunter_MissingIsLaneBot } Response tidehunter_Thanks { scene "scenes/tidehunter/tidehunter_tide_thanks_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_thanks_02.vcd" nodelay noscene } Rule tidehunter_Thanks_Rule { criteria Thanks Istidehunter response tidehunter_Thanks } Response tidehunter_EmoteIsEmoteLaugh { scene "scenes/tidehunter/tidehunter_tide_laugh_01.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_laugh_02.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_laugh_03.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_laugh_04.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_laugh_05.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_laugh_06.vcd" nodelay noscene scene "scenes/tidehunter/tidehunter_tide_laugh_07.vcd" nodelay noscene } Rule tidehunter_EmoteIsEmoteLaugh_Rule { criteria Emote Istidehunter IsEmoteLaugh response tidehunter_EmoteIsEmoteLaugh } Response tidehunter_TauntIsTidehunterTauntMech2Intro { scene "scenes/tidehunter/tidehunter_tide_respawn_02.vcd" nodelay noscene } Rule tidehunter_TauntIsTidehunterTauntMech2Intro_Rule { criteria Taunt Istidehunter IsTidehunterTauntMech2Intro response tidehunter_TauntIsTidehunterTauntMech2Intro } Response tidehunter_TauntIsTidehunterTauntBridgeThreat { scene "scenes/tidehunter/tidehunter_tide_laugh_04.vcd" nodelay noscene } Rule tidehunter_TauntIsTidehunterTauntBridgeThreat_Rule { criteria Taunt Istidehunter IsTidehunterTauntBridgeThreat response tidehunter_TauntIsTidehunterTauntBridgeThreat }