criterion "Isvisage" "classname" "npc_dota_hero_visage" weight 5 required criterion "IsEnemyvisage" "targetclassname" "npc_dota_hero_visage" weight 5 required criterion "IsAllyvisage" "nearby_ally" "npc_dota_hero_visage" weight 5 required criterion "IsVisageGraveChill" "abilityname" "visage_grave_chill" weight 5 required criterion "IsVisageSoulAssumption" "abilityname" "visage_soul_assumption" weight 5 required criterion "IsVisageSummon" "abilityname" "visage_summon_familiars" weight 5 required criterion "IsVisageFamilarStoneForm" "abilityname" "visage_summon_familiars_stone_form" weight 5 required criterion "IsVisageLoadoutSpawn" "special_spawn" "visage_loadout_spawn" weight 5 required criterion "IsVisageFamiliar1" "creaturename" "npc_dota_visage_familiar1" weight 5 required criterion "IsVisageFamiliar2" "creaturename" "npc_dota_visage_familiar2" weight 5 required criterion "IsVisageFamiliar3" "creaturename" "npc_dota_visage_familiar3" weight 5 required Response visage_Spawn { scene "scenes/visage/visage_visa_spawn_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_spawn_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_spawn_03.vcd" nodelay noscene scene "scenes/visage/visage_visa_spawn_04.vcd" nodelay noscene scene "scenes/visage/visage_visa_spawn_05.vcd" nodelay noscene scene "scenes/visage/visage_visa_spawn_06.vcd" nodelay noscene scene "scenes/visage/visage_visa_spawn_07.vcd" nodelay noscene } Rule visage_Spawn_Rule { criteria Spawn Isvisage response visage_Spawn } Response visage_CustomIsGameStart { scene "scenes/visage/visage_visa_begin_01.vcd" nodelay noscene } Rule visage_CustomIsGameStart_Rule { criteria Custom Isvisage IsGameStart response visage_CustomIsGameStart } Response visage_CustomIsVisageLoadoutSpawn { scene "scenes/visage/visage_visa_spawn_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_spawn_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_spawn_03.vcd" nodelay noscene scene "scenes/visage/visage_visa_spawn_04.vcd" nodelay noscene scene "scenes/visage/visage_visa_spawn_05.vcd" nodelay noscene scene "scenes/visage/visage_visa_spawn_06.vcd" nodelay noscene scene "scenes/visage/visage_visa_spawn_07.vcd" nodelay noscene scene "scenes/visage/visage_visa_begin_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_07.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_08.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_18.vcd" nodelay noscene scene "scenes/visage/visage_visa_levelup_02.vcd" nodelay noscene } Rule visage_CustomIsVisageLoadoutSpawn_Rule { criteria Custom Isvisage IsVisageLoadoutSpawn response visage_CustomIsVisageLoadoutSpawn } Response visage_KillIsFirstBlood { scene "scenes/visage/visage_visa_firstblood_01.vcd" nodelay noscene } Rule visage_KillIsFirstBlood_Rule { criteria Kill Isvisage IsFirstBlood response visage_KillIsFirstBlood } Response visage_Kill { scene "scenes/visage/visage_visa_kill_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_kill_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_kill_03.vcd" nodelay noscene scene "scenes/visage/visage_visa_kill_04.vcd" nodelay noscene scene "scenes/visage/visage_visa_kill_05.vcd" nodelay noscene scene "scenes/visage/visage_visa_kill_06.vcd" nodelay noscene scene "scenes/visage/visage_visa_kill_07.vcd" nodelay noscene scene "scenes/visage/visage_visa_kill_08.vcd" nodelay noscene scene "scenes/visage/visage_visa_kill_10.vcd" nodelay noscene scene "scenes/visage/visage_visa_kill_11.vcd" nodelay noscene scene "scenes/visage/visage_visa_kill_12.vcd" nodelay noscene scene "scenes/visage/visage_visa_kill_13.vcd" nodelay noscene scene "scenes/visage/visage_visa_kill_14.vcd" nodelay noscene scene "scenes/visage/visage_visa_kill_15.vcd" nodelay noscene scene "scenes/visage/visage_visa_kill_16.vcd" nodelay noscene scene "scenes/visage/visage_visa_kill_17.vcd" nodelay noscene scene "scenes/visage/visage_visa_rare_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_03.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_04.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_05.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_06.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_07.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_08.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_09.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_10.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_11.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_12.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_13.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_14.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_15.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_16.vcd" nodelay noscene } Rule visage_Kill_Rule { criteria Kill Isvisage response visage_Kill } Response visage_KillIsEnemyWitchDoctorChance_25% { scene "scenes/visage/visage_visa_kill_09.vcd" nodelay noscene } Rule visage_KillIsEnemyWitchDoctorChance_25%_Rule { criteria Kill Isvisage IsEnemyWitchDoctor Chance_25% response visage_KillIsEnemyWitchDoctorChance_25% } Response visage_KillIsEnemyOmniknightChance_25% { scene "scenes/visage/visage_visa_kill_18.vcd" nodelay noscene } Rule visage_KillIsEnemyOmniknightChance_25%_Rule { criteria Kill Isvisage IsEnemyOmniknight Chance_25% response visage_KillIsEnemyOmniknightChance_25% } Response visage_KillIsEnemyHuskarChance_20% { scene "scenes/visage/visage_visa_rival_01.vcd" nodelay noscene } Rule visage_KillIsEnemyHuskarChance_20%_Rule { criteria Kill Isvisage IsEnemyHuskar Chance_20% response visage_KillIsEnemyHuskarChance_20% } Response visage_KillIsEnemyDazzleChance_20% { scene "scenes/visage/visage_visa_rival_01.vcd" nodelay noscene } Rule visage_KillIsEnemyDazzleChance_20%_Rule { criteria Kill Isvisage IsEnemyDazzle Chance_20% response visage_KillIsEnemyDazzleChance_20% } Response visage_KillIsEnemyKeeper_of_the_LightChance_5% { scene "scenes/visage/visage_visa_rival_02.vcd" nodelay noscene } Rule visage_KillIsEnemyKeeper_of_the_LightChance_5%_Rule { criteria Kill Isvisage IsEnemyKeeper_of_the_Light Chance_5% response visage_KillIsEnemyKeeper_of_the_LightChance_5% } Response visage_KillIsEnemyRazorChance_25% { scene "scenes/visage/visage_visa_rival_03.vcd" nodelay noscene scene "scenes/visage/visage_visa_rival_04.vcd" nodelay noscene scene "scenes/visage/visage_visa_rival_05.vcd" nodelay noscene scene "scenes/visage/visage_visa_rival_06.vcd" nodelay noscene scene "scenes/visage/visage_visa_rival_07.vcd" nodelay noscene scene "scenes/visage/visage_visa_rival_08.vcd" nodelay noscene } Rule visage_KillIsEnemyRazorChance_25%_Rule { criteria Kill Isvisage IsEnemyRazor Chance_25% response visage_KillIsEnemyRazorChance_25% } Response visage_KillIsEnemyLionChance_25% { scene "scenes/visage/visage_visa_rival_09.vcd" nodelay noscene scene "scenes/visage/visage_visa_rival_10.vcd" nodelay noscene scene "scenes/visage/visage_visa_rival_11.vcd" nodelay noscene scene "scenes/visage/visage_visa_rival_19.vcd" nodelay noscene } Rule visage_KillIsEnemyLionChance_25%_Rule { criteria Kill Isvisage IsEnemyLion Chance_25% response visage_KillIsEnemyLionChance_25% } Response visage_KillIsEnemyZuusChance_25% { scene "scenes/visage/visage_visa_rival_13.vcd" nodelay noscene } Rule visage_KillIsEnemyZuusChance_25%_Rule { criteria Kill Isvisage IsEnemyZuus Chance_25% response visage_KillIsEnemyZuusChance_25% } Response visage_KillIsEnemyOutworld_DestroyerChance_25% { scene "scenes/visage/visage_visa_rival_14.vcd" nodelay noscene } Rule visage_KillIsEnemyOutworld_DestroyerChance_25%_Rule { criteria Kill Isvisage IsEnemyOutworld_Destroyer Chance_25% response visage_KillIsEnemyOutworld_DestroyerChance_25% } Response visage_KillIsEnemySpectreChance_20% { scene "scenes/visage/visage_visa_rival_15.vcd" nodelay noscene } Rule visage_KillIsEnemySpectreChance_20%_Rule { criteria Kill Isvisage IsEnemySpectre Chance_20% response visage_KillIsEnemySpectreChance_20% } Response visage_KillIsEnemySpirit_BreakerChance_20% { scene "scenes/visage/visage_visa_rival_15.vcd" nodelay noscene } Rule visage_KillIsEnemySpirit_BreakerChance_20%_Rule { criteria Kill Isvisage IsEnemySpirit_Breaker Chance_20% response visage_KillIsEnemySpirit_BreakerChance_20% } Response visage_KillIsEnemyLife_StealerChance_25% { scene "scenes/visage/visage_visa_rival_16.vcd" nodelay noscene } Rule visage_KillIsEnemyLife_StealerChance_25%_Rule { criteria Kill Isvisage IsEnemyLife_Stealer Chance_25% response visage_KillIsEnemyLife_StealerChance_25% } Response visage_KillIsEnemyClinkzChance_25% { scene "scenes/visage/visage_visa_rival_17.vcd" nodelay noscene } Rule visage_KillIsEnemyClinkzChance_25%_Rule { criteria Kill Isvisage IsEnemyClinkz Chance_25% response visage_KillIsEnemyClinkzChance_25% } Response visage_KillIsEnemyLichChance_25% { scene "scenes/visage/visage_visa_rival_18.vcd" nodelay noscene } Rule visage_KillIsEnemyLichChance_25%_Rule { criteria Kill Isvisage IsEnemyLich Chance_25% response visage_KillIsEnemyLichChance_25% } Response visage_KillIsEnemyNevermoreChance_25% { scene "scenes/visage/visage_visa_rival_20.vcd" nodelay noscene } Rule visage_KillIsEnemyNevermoreChance_25%_Rule { criteria Kill Isvisage IsEnemyNevermore Chance_25% response visage_KillIsEnemyNevermoreChance_25% } Response visage_KillIsEnemyRikiChance_25% { scene "scenes/visage/visage_visa_rival_22.vcd" nodelay noscene } Rule visage_KillIsEnemyRikiChance_25%_Rule { criteria Kill Isvisage IsEnemyRiki Chance_25% response visage_KillIsEnemyRikiChance_25% } Response visage_KillIsEnemyUndyingChance_25% { scene "scenes/visage/visage_visa_rival_23.vcd" nodelay noscene scene "scenes/visage/visage_visa_rival_24.vcd" nodelay noscene } Rule visage_KillIsEnemyUndyingChance_25%_Rule { criteria Kill Isvisage IsEnemyUndying Chance_25% response visage_KillIsEnemyUndyingChance_25% } Response visage_KillIsEnemyDeath_ProphetChance_25% { scene "scenes/visage/visage_visa_rival_25.vcd" nodelay noscene } Rule visage_KillIsEnemyDeath_ProphetChance_25%_Rule { criteria Kill Isvisage IsEnemyDeath_Prophet Chance_25% response visage_KillIsEnemyDeath_ProphetChance_25% } Response visage_KillIsEnemySkeleton_KingChance_25% { scene "scenes/visage/visage_visa_rival_26.vcd" nodelay noscene } Rule visage_KillIsEnemySkeleton_KingChance_25%_Rule { criteria Kill Isvisage IsEnemySkeleton_King Chance_25% response visage_KillIsEnemySkeleton_KingChance_25% } Response visage_KillIsEnemyLeshracChance_25% { scene "scenes/visage/visage_visa_rival_27.vcd" nodelay noscene } Rule visage_KillIsEnemyLeshracChance_25%_Rule { criteria Kill Isvisage IsEnemyLeshrac Chance_25% response visage_KillIsEnemyLeshracChance_25% } Response visage_KillIsEnemyPhantom_AssassinChance_25% { scene "scenes/visage/visage_visa_rival_29.vcd" nodelay noscene } Rule visage_KillIsEnemyPhantom_AssassinChance_25%_Rule { criteria Kill Isvisage IsEnemyPhantom_Assassin Chance_25% response visage_KillIsEnemyPhantom_AssassinChance_25% } Response visage_KillIsEnemyUndyingChance_5% { scene "scenes/visage/visage_visa_rival_30.vcd" nodelay noscene } Rule visage_KillIsEnemyUndyingChance_5%_Rule { criteria Kill Isvisage IsEnemyUndying Chance_5% response visage_KillIsEnemyUndyingChance_5% } Response visage_KillIsEnemyInvokerChance_25% { scene "scenes/visage/visage_visa_rival_31.vcd" nodelay noscene } Rule visage_KillIsEnemyInvokerChance_25%_Rule { criteria Kill Isvisage IsEnemyInvoker Chance_25% response visage_KillIsEnemyInvokerChance_25% } Response visage_Move { scene "scenes/visage/visage_visa_move_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_03.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_04.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_05.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_06.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_07.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_08.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_09.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_10.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_11.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_12.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_13.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_14.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_15.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_16.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_17.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_18.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_19.vcd" nodelay noscene scene "scenes/visage/visage_visa_move_20.vcd" nodelay noscene } Rule visage_Move_Rule { criteria Move Isvisage response visage_Move } Response visage_Attack { scene "scenes/visage/visage_visa_attack_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_attack_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_attack_03.vcd" nodelay noscene scene "scenes/visage/visage_visa_attack_04.vcd" nodelay noscene scene "scenes/visage/visage_visa_attack_05.vcd" nodelay noscene scene "scenes/visage/visage_visa_attack_06.vcd" nodelay noscene scene "scenes/visage/visage_visa_attack_07.vcd" nodelay noscene scene "scenes/visage/visage_visa_attack_08.vcd" nodelay noscene scene "scenes/visage/visage_visa_attack_09.vcd" nodelay noscene scene "scenes/visage/visage_visa_attack_10.vcd" nodelay noscene scene "scenes/visage/visage_visa_attack_11.vcd" nodelay noscene scene "scenes/visage/visage_visa_attack_12.vcd" nodelay noscene scene "scenes/visage/visage_visa_cast_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_cast_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_cast_03.vcd" nodelay noscene } Rule visage_Attack_Rule { criteria Attack Isvisage response visage_Attack } Response visage_CastExecuteIsVisageGraveChillChance_25% { scene "scenes/visage/visage_visa_gravechill_04.vcd" nodelay noscene scene "scenes/visage/visage_visa_gravechill_05.vcd" nodelay noscene scene "scenes/visage/visage_visa_gravechill_14.vcd" nodelay noscene scene "scenes/visage/visage_visa_gravechill_21.vcd" nodelay noscene scene "scenes/visage/visage_visa_gravechill_22.vcd" nodelay noscene } Rule visage_CastExecuteIsVisageGraveChillChance_25%_Rule { criteria CastExecute Isvisage IsVisageGraveChill Chance_25% response visage_CastExecuteIsVisageGraveChillChance_25% } Response visage_CastExecuteIsVisageSoulAssumption { scene "scenes/visage/visage_visa_gravechill_24.vcd" nodelay noscene scene "scenes/visage/visage_visa_gravechill_26.vcd" nodelay noscene scene "scenes/visage/visage_visa_gravechill_27.vcd" nodelay noscene scene "scenes/visage/visage_visa_gravechill_28.vcd" nodelay noscene scene "scenes/visage/visage_visa_gravechill_32.vcd" nodelay noscene } Rule visage_CastExecuteIsVisageSoulAssumption_Rule { criteria CastExecute Isvisage IsVisageSoulAssumption response visage_CastExecuteIsVisageSoulAssumption } Response visage_CastExecuteIsVisageSoulAssumptionChance_10% { scene "scenes/visage/visage_visa_soulassumption_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_soulassumption_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_soulassumption_07.vcd" nodelay noscene } Rule visage_CastExecuteIsVisageSoulAssumptionChance_10%_Rule { criteria CastExecute Isvisage IsVisageSoulAssumption Chance_10% response visage_CastExecuteIsVisageSoulAssumptionChance_10% } Response visage_CastExecuteIsVisageSummon { scene "scenes/visage/visage_visa_summon_03.vcd" nodelay noscene scene "scenes/visage/visage_visa_summon_04.vcd" nodelay noscene } Rule visage_CastExecuteIsVisageSummon_Rule { criteria CastExecute Isvisage IsVisageSummon response visage_CastExecuteIsVisageSummon } Response visage_PetDeathIsVisageFamiliar1 { scene "scenes/visage/visage_visa_familiardies_01.vcd" nodelay noscene weapondelay 10 scene "scenes/visage/visage_visa_familiardies_03.vcd" nodelay noscene weapondelay 10 } Rule visage_PetDeathIsVisageFamiliar1_Rule { criteria PetDeath Isvisage IsVisageFamiliar1 response visage_PetDeathIsVisageFamiliar1 } Response visage_PetDeathIsVisageFamiliar2 { scene "scenes/visage/visage_visa_familiardies_01.vcd" nodelay noscene weapondelay 10 scene "scenes/visage/visage_visa_familiardies_03.vcd" nodelay noscene weapondelay 10 } Rule visage_PetDeathIsVisageFamiliar2_Rule { criteria PetDeath Isvisage IsVisageFamiliar2 response visage_PetDeathIsVisageFamiliar2 } Response visage_PetDeathIsVisageFamiliar3 { scene "scenes/visage/visage_visa_familiardies_01.vcd" nodelay noscene weapondelay 10 scene "scenes/visage/visage_visa_familiardies_03.vcd" nodelay noscene weapondelay 10 } Rule visage_PetDeathIsVisageFamiliar3_Rule { criteria PetDeath Isvisage IsVisageFamiliar3 response visage_PetDeathIsVisageFamiliar3 } Response visage_LevelUp { scene "scenes/visage/visage_visa_levelup_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_levelup_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_levelup_03.vcd" nodelay noscene scene "scenes/visage/visage_visa_levelup_04.vcd" nodelay noscene scene "scenes/visage/visage_visa_levelup_05.vcd" nodelay noscene scene "scenes/visage/visage_visa_levelup_06.vcd" nodelay noscene scene "scenes/visage/visage_visa_levelup_07.vcd" nodelay noscene scene "scenes/visage/visage_visa_levelup_08.vcd" nodelay noscene scene "scenes/visage/visage_visa_levelup_09.vcd" nodelay noscene scene "scenes/visage/visage_visa_levelup_10.vcd" nodelay noscene } Rule visage_LevelUp_Rule { criteria LevelUp Isvisage response visage_LevelUp } Response visage_AllyNearIsAllyRazorEarlyGame { scene "scenes/visage/visage_visa_ally_01.vcd" nodelay noscene speakonce } Rule visage_AllyNearIsAllyRazorEarlyGame_Rule { criteria AllyNear Isvisage IsAllyRazor EarlyGame response visage_AllyNearIsAllyRazorEarlyGame } Response visage_AllyNearIsAllyLionEarlyGame { scene "scenes/visage/visage_visa_ally_02.vcd" nodelay noscene speakonce } Rule visage_AllyNearIsAllyLionEarlyGame_Rule { criteria AllyNear Isvisage IsAllyLion EarlyGame response visage_AllyNearIsAllyLionEarlyGame } Response visage_LastHit { scene "scenes/visage/visage_visa_lasthit_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_lasthit_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_lasthit_03.vcd" nodelay noscene scene "scenes/visage/visage_visa_lasthit_04.vcd" nodelay noscene scene "scenes/visage/visage_visa_lasthit_05.vcd" nodelay noscene scene "scenes/visage/visage_visa_lasthit_06.vcd" nodelay noscene scene "scenes/visage/visage_visa_lasthit_07.vcd" nodelay noscene scene "scenes/visage/visage_visa_lasthit_08.vcd" nodelay noscene } Rule visage_LastHit_Rule { criteria LastHit Isvisage response visage_LastHit } Response visage_Death { scene "scenes/visage/visage_visa_death_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_death_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_death_03.vcd" nodelay noscene scene "scenes/visage/visage_visa_death_04.vcd" nodelay noscene scene "scenes/visage/visage_visa_death_05.vcd" nodelay noscene scene "scenes/visage/visage_visa_death_06.vcd" nodelay noscene scene "scenes/visage/visage_visa_death_08.vcd" nodelay noscene scene "scenes/visage/visage_visa_death_09.vcd" nodelay noscene scene "scenes/visage/visage_visa_death_10.vcd" nodelay noscene scene "scenes/visage/visage_visa_death_11.vcd" nodelay noscene } Rule visage_Death_Rule { criteria Death Isvisage response visage_Death } Response visage_DeathChance_5% { scene "scenes/visage/visage_visa_death_07.vcd" nodelay noscene } Rule visage_DeathChance_5%_Rule { criteria Death Isvisage Chance_5% response visage_DeathChance_5% } Response visage_DeathIsEnemyPudgeChance_20% { scene "scenes/visage/visage_visa_death_12.vcd" nodelay noscene } Rule visage_DeathIsEnemyPudgeChance_20%_Rule { criteria Death Isvisage IsEnemyPudge Chance_20% response visage_DeathIsEnemyPudgeChance_20% } Response visage_DeathIsEnemyDark_SeerChance_50% { scene "scenes/visage/visage_visa_death_13.vcd" nodelay noscene } Rule visage_DeathIsEnemyDark_SeerChance_50%_Rule { criteria Death Isvisage IsEnemyDark_Seer Chance_50% response visage_DeathIsEnemyDark_SeerChance_50% } Response visage_DeathIsEnemyVenomancerChance_35% { scene "scenes/visage/visage_visa_death_14.vcd" nodelay noscene } Rule visage_DeathIsEnemyVenomancerChance_35%_Rule { criteria Death Isvisage IsEnemyVenomancer Chance_35% response visage_DeathIsEnemyVenomancerChance_35% } Response visage_DeathIsReincarnating { scene "scenes/visage/visage_visa_fastres_01.vcd" nodelay noscene } Rule visage_DeathIsReincarnating_Rule { criteria Death Isvisage IsReincarnating response visage_DeathIsReincarnating } Response visage_Respawn { scene "scenes/visage/visage_visa_respawn_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_respawn_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_respawn_03.vcd" nodelay noscene scene "scenes/visage/visage_visa_respawn_04.vcd" nodelay noscene scene "scenes/visage/visage_visa_respawn_05.vcd" nodelay noscene scene "scenes/visage/visage_visa_respawn_06.vcd" nodelay noscene scene "scenes/visage/visage_visa_respawn_07.vcd" nodelay noscene scene "scenes/visage/visage_visa_respawn_08.vcd" nodelay noscene scene "scenes/visage/visage_visa_respawn_09.vcd" nodelay noscene scene "scenes/visage/visage_visa_respawn_10.vcd" nodelay noscene } Rule visage_Respawn_Rule { criteria Respawn Isvisage response visage_Respawn } Response visage_Select { scene "scenes/visage/visage_visa_rare_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_rare_03.vcd" nodelay noscene scene "scenes/visage/visage_visa_rare_04.vcd" nodelay noscene } Rule visage_Select_Rule { criteria Select Isvisage response visage_Select } Response visage_PurchaseIsExpensiveItem { scene "scenes/visage/visage_visa_purch_01.vcd" nodelay noscene speakonce scene "scenes/visage/visage_visa_purch_02.vcd" nodelay noscene speakonce scene "scenes/visage/visage_visa_purch_03.vcd" nodelay noscene speakonce } Rule visage_PurchaseIsExpensiveItem_Rule { criteria Purchase Isvisage IsExpensiveItem response visage_PurchaseIsExpensiveItem } Response visage_PurchaseIsUltimateScepter { scene "scenes/visage/visage_visa_scepter_01.vcd" nodelay noscene speakonce scene "scenes/visage/visage_visa_scepter_02.vcd" nodelay noscene speakonce } Rule visage_PurchaseIsUltimateScepter_Rule { criteria Purchase Isvisage IsUltimateScepter response visage_PurchaseIsUltimateScepter } Response visage_PurchaseIsBlinkDagger { scene "scenes/visage/visage_visa_blink_01.vcd" nodelay noscene speakonce scene "scenes/visage/visage_visa_blink_02.vcd" nodelay noscene speakonce } Rule visage_PurchaseIsBlinkDagger_Rule { criteria Purchase Isvisage IsBlinkDagger response visage_PurchaseIsBlinkDagger } Response visage_PurchaseIsMekansm { scene "scenes/visage/visage_visa_items_01.vcd" nodelay noscene speakonce } Rule visage_PurchaseIsMekansm_Rule { criteria Purchase Isvisage IsMekansm response visage_PurchaseIsMekansm } Response visage_PurchaseIsDesolator { scene "scenes/visage/visage_visa_items_02.vcd" nodelay noscene speakonce } Rule visage_PurchaseIsDesolator_Rule { criteria Purchase Isvisage IsDesolator response visage_PurchaseIsDesolator } Response visage_PurchaseIsDagon { scene "scenes/visage/visage_visa_items_03.vcd" nodelay noscene speakonce } Rule visage_PurchaseIsDagon_Rule { criteria Purchase Isvisage IsDagon response visage_PurchaseIsDagon } Response visage_PurchaseIsSkadi { scene "scenes/visage/visage_visa_items_04.vcd" nodelay noscene speakonce } Rule visage_PurchaseIsSkadi_Rule { criteria Purchase Isvisage IsSkadi response visage_PurchaseIsSkadi } Response visage_PurchaseIsNecronomicon { scene "scenes/visage/visage_visa_items_05.vcd" nodelay noscene speakonce } Rule visage_PurchaseIsNecronomicon_Rule { criteria Purchase Isvisage IsNecronomicon response visage_PurchaseIsNecronomicon } Response visage_PurchaseIsOrchid { scene "scenes/visage/visage_visa_items_06.vcd" nodelay noscene speakonce } Rule visage_PurchaseIsOrchid_Rule { criteria Purchase Isvisage IsOrchid response visage_PurchaseIsOrchid } Response visage_PurchaseIsRadiance { scene "scenes/visage/visage_visa_items_07.vcd" nodelay noscene speakonce } Rule visage_PurchaseIsRadiance_Rule { criteria Purchase Isvisage IsRadiance response visage_PurchaseIsRadiance } Response visage_PurchaseIsSheepStick { scene "scenes/visage/visage_visa_items_08.vcd" nodelay noscene speakonce } Rule visage_PurchaseIsSheepStick_Rule { criteria Purchase Isvisage IsSheepStick response visage_PurchaseIsSheepStick } Response visage_PurchaseIsShiva { scene "scenes/visage/visage_visa_items_09.vcd" nodelay noscene speakonce } Rule visage_PurchaseIsShiva_Rule { criteria Purchase Isvisage IsShiva response visage_PurchaseIsShiva } Response visage_PurchaseIsHeart { scene "scenes/visage/visage_visa_items_10.vcd" nodelay noscene speakonce } Rule visage_PurchaseIsHeart_Rule { criteria Purchase Isvisage IsHeart response visage_PurchaseIsHeart } Response visage_Bottling { scene "scenes/visage/visage_visa_bottle_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_bottle_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_bottle_03.vcd" nodelay noscene } Rule visage_Bottling_Rule { criteria Bottling Isvisage response visage_Bottling } Response visage_Deny { scene "scenes/visage/visage_visa_deny_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_deny_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_deny_03.vcd" nodelay noscene scene "scenes/visage/visage_visa_deny_04.vcd" nodelay noscene scene "scenes/visage/visage_visa_deny_05.vcd" nodelay noscene scene "scenes/visage/visage_visa_deny_06.vcd" nodelay noscene scene "scenes/visage/visage_visa_deny_07.vcd" nodelay noscene scene "scenes/visage/visage_visa_deny_08.vcd" nodelay noscene scene "scenes/visage/visage_visa_deny_09.vcd" nodelay noscene scene "scenes/visage/visage_visa_deny_10.vcd" nodelay noscene scene "scenes/visage/visage_visa_deny_11.vcd" nodelay noscene scene "scenes/visage/visage_visa_deny_12.vcd" nodelay noscene scene "scenes/visage/visage_visa_deny_13.vcd" nodelay noscene scene "scenes/visage/visage_visa_deny_14.vcd" nodelay noscene scene "scenes/visage/visage_visa_deny_15.vcd" nodelay noscene scene "scenes/visage/visage_visa_deny_16.vcd" nodelay noscene scene "scenes/visage/visage_visa_deny_17.vcd" nodelay noscene scene "scenes/visage/visage_visa_deny_18.vcd" nodelay noscene scene "scenes/visage/visage_visa_deny_19.vcd" nodelay noscene scene "scenes/visage/visage_visa_deny_20.vcd" nodelay noscene scene "scenes/visage/visage_visa_deny_21.vcd" nodelay noscene scene "scenes/visage/visage_visa_deny_22.vcd" nodelay noscene } Rule visage_Deny_Rule { criteria Deny Isvisage response visage_Deny } Response visage_MissingIsLaneTop { scene "scenes/visage/visage_visa_lane_missing_01.vcd" nodelay noscene } Rule visage_MissingIsLaneTop_Rule { criteria Missing Isvisage IsLaneTop response visage_MissingIsLaneTop } Response visage_MissingIsLaneMid { scene "scenes/visage/visage_visa_lane_missing_02.vcd" nodelay noscene } Rule visage_MissingIsLaneMid_Rule { criteria Missing Isvisage IsLaneMid response visage_MissingIsLaneMid } Response visage_MissingIsLaneBot { scene "scenes/visage/visage_visa_lane_missing_03.vcd" nodelay noscene } Rule visage_MissingIsLaneBot_Rule { criteria Missing Isvisage IsLaneBot response visage_MissingIsLaneBot } Response visage_ItemDropIsCommonDrop { scene "scenes/visage/visage_visa_drop_common_01.vcd" nodelay noscene } Rule visage_ItemDropIsCommonDrop_Rule { criteria ItemDrop Isvisage IsCommonDrop response visage_ItemDropIsCommonDrop } Response visage_ItemDropIsUltraRareDrop { scene "scenes/visage/visage_visa_drop_medium_01.vcd" nodelay noscene } Rule visage_ItemDropIsUltraRareDrop_Rule { criteria ItemDrop Isvisage IsUltraRareDrop response visage_ItemDropIsUltraRareDrop } Response visage_ItemDropIsRareDrop { scene "scenes/visage/visage_visa_drop_rare_01.vcd" nodelay noscene } Rule visage_ItemDropIsRareDrop_Rule { criteria ItemDrop Isvisage IsRareDrop response visage_ItemDropIsRareDrop } Response visage_Immortality { scene "scenes/visage/visage_visa_immort_01.vcd" nodelay noscene } Rule visage_Immortality_Rule { criteria Immortality Isvisage response visage_Immortality } Response visage_PowerupIsPowerupHaste { scene "scenes/visage/visage_visa_haste_01.vcd" nodelay noscene } Rule visage_PowerupIsPowerupHaste_Rule { criteria Powerup Isvisage IsPowerupHaste response visage_PowerupIsPowerupHaste } Response visage_PowerupIsPowerupHasteChance_25% { scene "scenes/visage/visage_visa_haste_02.vcd" nodelay noscene } Rule visage_PowerupIsPowerupHasteChance_25%_Rule { criteria Powerup Isvisage IsPowerupHaste Chance_25% response visage_PowerupIsPowerupHasteChance_25% } Response visage_PowerupIsPowerupDoubleDamage { scene "scenes/visage/visage_visa_doubdam_01.vcd" nodelay noscene } Rule visage_PowerupIsPowerupDoubleDamage_Rule { criteria Powerup Isvisage IsPowerupDoubleDamage response visage_PowerupIsPowerupDoubleDamage } Response visage_PowerupIsPowerupRegeneration { scene "scenes/visage/visage_visa_regen_01.vcd" nodelay noscene } Rule visage_PowerupIsPowerupRegeneration_Rule { criteria Powerup Isvisage IsPowerupRegeneration response visage_PowerupIsPowerupRegeneration } Response visage_PowerupIsPowerupRegenerationChance_25% { scene "scenes/visage/visage_visa_regen_02.vcd" nodelay noscene } Rule visage_PowerupIsPowerupRegenerationChance_25%_Rule { criteria Powerup Isvisage IsPowerupRegeneration Chance_25% response visage_PowerupIsPowerupRegenerationChance_25% } Response visage_PowerupIsPowerupBounty { scene "scenes/visage/visage_visa_deny_10.vcd" nodelay noscene respeakdelay 300 } Rule visage_PowerupIsPowerupBounty_Rule { criteria Powerup Isvisage IsPowerupBounty response visage_PowerupIsPowerupBounty } Response visage_PowerupIsPowerupIllusion { scene "scenes/visage/visage_visa_illus_01.vcd" nodelay noscene } Rule visage_PowerupIsPowerupIllusion_Rule { criteria Powerup Isvisage IsPowerupIllusion response visage_PowerupIsPowerupIllusion } Response visage_PowerupIsPowerupIllusionChance_25% { scene "scenes/visage/visage_visa_illus_02.vcd" nodelay noscene } Rule visage_PowerupIsPowerupIllusionChance_25%_Rule { criteria Powerup Isvisage IsPowerupIllusion Chance_25% response visage_PowerupIsPowerupIllusionChance_25% } Response visage_PowerupIsPowerupInvisibility { scene "scenes/visage/visage_visa_invis_01.vcd" nodelay noscene } Rule visage_PowerupIsPowerupInvisibility_Rule { criteria Powerup Isvisage IsPowerupInvisibility response visage_PowerupIsPowerupInvisibility } Response visage_PowerupIsPowerupInvisibilityChance_25% { scene "scenes/visage/visage_visa_invis_02.vcd" nodelay noscene } Rule visage_PowerupIsPowerupInvisibilityChance_25%_Rule { criteria Powerup Isvisage IsPowerupInvisibility Chance_25% response visage_PowerupIsPowerupInvisibilityChance_25% } Response visage_PowerupIsPowerupArcane { scene "scenes/visage/visage_visa_summon_01.vcd" nodelay noscene respeakdelay 300 } Rule visage_PowerupIsPowerupArcane_Rule { criteria Powerup Isvisage IsPowerupArcane response visage_PowerupIsPowerupArcane } Response visage_NoManaLittleNag { scene "scenes/visage/visage_visa_nomana_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_nomana_04.vcd" nodelay noscene scene "scenes/visage/visage_visa_nomana_07.vcd" nodelay noscene } Rule visage_NoManaLittleNag_Rule { criteria NoMana Isvisage LittleNag response visage_NoManaLittleNag } Response visage_NoManaMediumNag { scene "scenes/visage/visage_visa_nomana_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_nomana_05.vcd" nodelay noscene scene "scenes/visage/visage_visa_nomana_08.vcd" nodelay noscene } Rule visage_NoManaMediumNag_Rule { criteria NoMana Isvisage MediumNag response visage_NoManaMediumNag } Response visage_NoManaSuperNag { scene "scenes/visage/visage_visa_nomana_03.vcd" nodelay noscene scene "scenes/visage/visage_visa_nomana_06.vcd" nodelay noscene scene "scenes/visage/visage_visa_nomana_09.vcd" nodelay noscene } Rule visage_NoManaSuperNag_Rule { criteria NoMana Isvisage SuperNag response visage_NoManaSuperNag } Response visage_CooldownLittleNag { scene "scenes/visage/visage_visa_notyet_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_notyet_04.vcd" nodelay noscene scene "scenes/visage/visage_visa_notyet_07.vcd" nodelay noscene } Rule visage_CooldownLittleNag_Rule { criteria Cooldown Isvisage LittleNag response visage_CooldownLittleNag } Response visage_CooldownMediumNag { scene "scenes/visage/visage_visa_notyet_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_notyet_05.vcd" nodelay noscene scene "scenes/visage/visage_visa_notyet_08.vcd" nodelay noscene } Rule visage_CooldownMediumNag_Rule { criteria Cooldown Isvisage MediumNag response visage_CooldownMediumNag } Response visage_CooldownSuperNag { scene "scenes/visage/visage_visa_notyet_03.vcd" nodelay noscene scene "scenes/visage/visage_visa_notyet_06.vcd" nodelay noscene scene "scenes/visage/visage_visa_notyet_09.vcd" nodelay noscene } Rule visage_CooldownSuperNag_Rule { criteria Cooldown Isvisage SuperNag response visage_CooldownSuperNag } Response visage_Thanks { scene "scenes/visage/visage_visa_thanks_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_thanks_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_thanks_03.vcd" nodelay noscene } Rule visage_Thanks_Rule { criteria Thanks Isvisage response visage_Thanks } Response visage_PainChance_25% { scene "scenes/visage/visage_visa_underattack_01.vcd" nodelay noscene respeakdelay 120 } Rule visage_PainChance_25%_Rule { criteria Pain Isvisage Chance_25% response visage_PainChance_25% } Response visage_Pain { scene "scenes/visage/visage_visa_pain_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_pain_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_pain_03.vcd" nodelay noscene scene "scenes/visage/visage_visa_pain_04.vcd" nodelay noscene scene "scenes/visage/visage_visa_pain_05.vcd" nodelay noscene scene "scenes/visage/visage_visa_pain_06.vcd" nodelay noscene scene "scenes/visage/visage_visa_pain_07.vcd" nodelay noscene scene "scenes/visage/visage_visa_pain_08.vcd" nodelay noscene scene "scenes/visage/visage_visa_pain_09.vcd" nodelay noscene scene "scenes/visage/visage_visa_pain_10.vcd" nodelay noscene scene "scenes/visage/visage_visa_pain_11.vcd" nodelay noscene scene "scenes/visage/visage_visa_pain_12.vcd" nodelay noscene } Rule visage_Pain_Rule { criteria Pain Isvisage response visage_Pain } Response visage_InTheBag { scene "scenes/visage/visage_visa_inthebag_01.vcd" nodelay noscene } Rule visage_InTheBag_Rule { criteria InTheBag Isvisage response visage_InTheBag } Response visage_Defeat { scene "scenes/visage/visage_visa_lose_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_lose_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_lose_03.vcd" nodelay noscene } Rule visage_Defeat_Rule { criteria Defeat Isvisage response visage_Defeat } Response visage_Victory { scene "scenes/visage/visage_visa_win_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_win_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_win_03.vcd" nodelay noscene scene "scenes/visage/visage_visa_win_04.vcd" nodelay noscene scene "scenes/visage/visage_visa_win_05.vcd" nodelay noscene } Rule visage_Victory_Rule { criteria Victory Isvisage response visage_Victory } Response visage_EmoteIsEmoteLaugh { scene "scenes/visage/visage_visa_laugh_01.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_02.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_03.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_04.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_05.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_06.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_07.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_08.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_09.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_10.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_11.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_12.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_13.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_14.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_15.vcd" nodelay noscene scene "scenes/visage/visage_visa_laugh_16.vcd" nodelay noscene } Rule visage_EmoteIsEmoteLaugh_Rule { criteria Emote Isvisage IsEmoteLaugh response visage_EmoteIsEmoteLaugh }