criterion "Isweaver" "classname" "npc_dota_hero_weaver" weight 5 required criterion "IsEnemyweaver" "targetclassname" "npc_dota_hero_weaver" weight 5 required criterion "IsAllyweaver" "nearby_ally" "npc_dota_hero_weaver" weight 5 required criterion "IsAbilitySwarm" "abilityname" "weaver_the_swarm" weight 5 required criterion "IsAbilityShukuchi" "abilityname" "weaver_shukuchi" weight 5 required criterion "IsWeaverLoadoutSpawn" "special_spawn" "weaver_loadout_spawn" weight 5 required criterion "IsWeaverDeadBug" "taunt_type" "dead_bug" weight 5 required Response weaver_Spawn { scene "scenes/weaver/weaver_weav_spawn_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_spawn_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_spawn_03.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_spawn_04.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_spawn_05.vcd" nodelay noscene } Rule weaver_Spawn_Rule { criteria Spawn Isweaver response weaver_Spawn } Response weaver_CustomIsGameStart { scene "scenes/weaver/weaver_weav_battlebegins_01.vcd" nodelay noscene } Rule weaver_CustomIsGameStart_Rule { criteria Custom Isweaver IsGameStart response weaver_CustomIsGameStart } Response weaver_CustomIsWeaverLoadoutSpawn { scene "scenes/weaver/weaver_weav_spawn_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_spawn_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_spawn_03.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_spawn_04.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_spawn_05.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_battlebegins_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_11.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_15.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_16.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_kill_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_kill_03.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_respawn_04.vcd" nodelay noscene } Rule weaver_CustomIsWeaverLoadoutSpawn_Rule { criteria Custom Isweaver IsWeaverLoadoutSpawn response weaver_CustomIsWeaverLoadoutSpawn } Response weaver_KillIsFirstBlood { scene "scenes/weaver/weaver_weav_firstblood_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_firstblood_02.vcd" nodelay noscene } Rule weaver_KillIsFirstBlood_Rule { criteria Kill Isweaver IsFirstBlood response weaver_KillIsFirstBlood } Response weaver_KillIsAbilityShukuchiChance_20% { scene "scenes/weaver/weaver_weav_ability_shukuchi_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_ability_shukuchi_04.vcd" nodelay noscene } Rule weaver_KillIsAbilityShukuchiChance_20%_Rule { criteria Kill Isweaver IsAbilityShukuchi Chance_20% response weaver_KillIsAbilityShukuchiChance_20% } Response weaver_Kill { scene "scenes/weaver/weaver_weav_kill_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_kill_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_kill_03.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_kill_04.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_kill_05.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_kill_06.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_kill_07.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_kill_08.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_kill_09.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_kill_10.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_kill_11.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_kill_12.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_rival_04.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_03.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_04.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_05.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_06.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_07.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_08.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_09.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_10.vcd" nodelay noscene } Rule weaver_Kill_Rule { criteria Kill Isweaver response weaver_Kill } Response weaver_KillIsEnemyShredderChance_20% { scene "scenes/weaver/weaver_weav_rival_01.vcd" nodelay noscene } Rule weaver_KillIsEnemyShredderChance_20%_Rule { criteria Kill Isweaver IsEnemyShredder Chance_20% response weaver_KillIsEnemyShredderChance_20% } Response weaver_KillIsEnemySkeleton_KingChance_20% { scene "scenes/weaver/weaver_weav_rival_01.vcd" nodelay noscene } Rule weaver_KillIsEnemySkeleton_KingChance_20%_Rule { criteria Kill Isweaver IsEnemySkeleton_King Chance_20% response weaver_KillIsEnemySkeleton_KingChance_20% } Response weaver_KillIsEnemyQueenofPainChance_20% { scene "scenes/weaver/weaver_weav_rival_02.vcd" nodelay noscene } Rule weaver_KillIsEnemyQueenofPainChance_20%_Rule { criteria Kill Isweaver IsEnemyQueenofPain Chance_20% response weaver_KillIsEnemyQueenofPainChance_20% } Response weaver_KillIsEnemyRattletrapChance_20% { scene "scenes/weaver/weaver_weav_rival_03.vcd" nodelay noscene } Rule weaver_KillIsEnemyRattletrapChance_20%_Rule { criteria Kill Isweaver IsEnemyRattletrap Chance_20% response weaver_KillIsEnemyRattletrapChance_20% } Response weaver_KillIsEnemyNyx_AssassinChance_20% { scene "scenes/weaver/weaver_weav_rival_05.vcd" nodelay noscene } Rule weaver_KillIsEnemyNyx_AssassinChance_20%_Rule { criteria Kill Isweaver IsEnemyNyx_Assassin Chance_20% response weaver_KillIsEnemyNyx_AssassinChance_20% } Response weaver_Move { scene "scenes/weaver/weaver_weav_move_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_03.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_04.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_05.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_06.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_07.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_08.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_09.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_10.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_11.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_12.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_13.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_14.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_15.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_16.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_17.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_18.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_19.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_move_20.vcd" nodelay noscene } Rule weaver_Move_Rule { criteria Move Isweaver response weaver_Move } Response weaver_Attack { scene "scenes/weaver/weaver_weav_attack_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_attack_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_attack_03.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_attack_04.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_attack_05.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_attack_06.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_attack_07.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_attack_08.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_attack_09.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_attack_10.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_attack_11.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_ability_gemin_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_ability_gemin_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_ability_gemin_03.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_ability_gemin_04.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_ability_gemin_05.vcd" nodelay noscene } Rule weaver_Attack_Rule { criteria Attack Isweaver response weaver_Attack } Response weaver_CastOrder { scene "scenes/weaver/weaver_weav_cast_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_cast_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_cast_03.vcd" nodelay noscene } Rule weaver_CastOrder_Rule { criteria CastOrder Isweaver response weaver_CastOrder } Response weaver_CastExecuteIsAbilitySwarmChance_75% { scene "scenes/weaver/weaver_weav_ability_swarm_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_ability_swarm_03.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_ability_swarm_04.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_ability_swarm_05.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_ability_swarm_06.vcd" nodelay noscene } Rule weaver_CastExecuteIsAbilitySwarmChance_75%_Rule { criteria CastExecute Isweaver IsAbilitySwarm Chance_75% response weaver_CastExecuteIsAbilitySwarmChance_75% } Response weaver_LevelUp { scene "scenes/weaver/weaver_weav_level_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_level_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_level_03.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_level_04.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_level_05.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_level_06.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_level_07.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_level_08.vcd" nodelay noscene } Rule weaver_LevelUp_Rule { criteria LevelUp Isweaver response weaver_LevelUp } Response weaver_LastHit { scene "scenes/weaver/weaver_weav_lasthit_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_lasthit_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_lasthit_03.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_lasthit_04.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_lasthit_05.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_lasthit_06.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_lasthit_07.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_lasthit_08.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_lasthit_09.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_lasthit_10.vcd" nodelay noscene } Rule weaver_LastHit_Rule { criteria LastHit Isweaver response weaver_LastHit } Response weaver_Death { scene "scenes/weaver/weaver_weav_death_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_death_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_death_03.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_death_04.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_death_05.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_death_06.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_death_07.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_death_08.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_death_09.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_death_10.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_death_11.vcd" nodelay noscene } Rule weaver_Death_Rule { criteria Death Isweaver response weaver_Death } Response weaver_DeathIsReincarnating { scene "scenes/weaver/weaver_weav_fastres_01.vcd" nodelay noscene } Rule weaver_DeathIsReincarnating_Rule { criteria Death Isweaver IsReincarnating response weaver_DeathIsReincarnating } Response weaver_Respawn { scene "scenes/weaver/weaver_weav_respawn_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_respawn_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_respawn_03.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_respawn_04.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_respawn_05.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_respawn_06.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_respawn_07.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_respawn_08.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_respawn_09.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_respawn_10.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_respawn_11.vcd" nodelay noscene } Rule weaver_Respawn_Rule { criteria Respawn Isweaver response weaver_Respawn } Response weaver_Select { scene "scenes/weaver/weaver_weav_rare_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_rare_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_rare_03.vcd" nodelay noscene } Rule weaver_Select_Rule { criteria Select Isweaver response weaver_Select } Response weaver_PurchaseIsExpensiveItem { scene "scenes/weaver/weaver_weav_purch_01.vcd" nodelay noscene speakonce scene "scenes/weaver/weaver_weav_purch_02.vcd" nodelay noscene speakonce scene "scenes/weaver/weaver_weav_purch_03.vcd" nodelay noscene speakonce } Rule weaver_PurchaseIsExpensiveItem_Rule { criteria Purchase Isweaver IsExpensiveItem response weaver_PurchaseIsExpensiveItem } Response weaver_PurchaseIsBlinkDagger { scene "scenes/weaver/weaver_weav_blink_01.vcd" nodelay noscene speakonce scene "scenes/weaver/weaver_weav_blink_02.vcd" nodelay noscene speakonce } Rule weaver_PurchaseIsBlinkDagger_Rule { criteria Purchase Isweaver IsBlinkDagger response weaver_PurchaseIsBlinkDagger } Response weaver_PurchaseIsUltimateScepter { scene "scenes/weaver/weaver_weav_scepter_01.vcd" nodelay noscene speakonce scene "scenes/weaver/weaver_weav_scepter_02.vcd" nodelay noscene speakonce } Rule weaver_PurchaseIsUltimateScepter_Rule { criteria Purchase Isweaver IsUltimateScepter response weaver_PurchaseIsUltimateScepter } Response weaver_PurchaseIsRadiance { scene "scenes/weaver/weaver_weav_item_01.vcd" nodelay noscene speakonce } Rule weaver_PurchaseIsRadiance_Rule { criteria Purchase Isweaver IsRadiance response weaver_PurchaseIsRadiance } Response weaver_PurchaseIsSphere { scene "scenes/weaver/weaver_weav_item_02.vcd" nodelay noscene speakonce } Rule weaver_PurchaseIsSphere_Rule { criteria Purchase Isweaver IsSphere response weaver_PurchaseIsSphere } Response weaver_PurchaseIsVanguard { scene "scenes/weaver/weaver_weav_item_03.vcd" nodelay noscene speakonce } Rule weaver_PurchaseIsVanguard_Rule { criteria Purchase Isweaver IsVanguard response weaver_PurchaseIsVanguard } Response weaver_Bottling { scene "scenes/weaver/weaver_weav_bottle_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_bottle_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_bottle_03.vcd" nodelay noscene } Rule weaver_Bottling_Rule { criteria Bottling Isweaver response weaver_Bottling } Response weaver_Deny { scene "scenes/weaver/weaver_weav_deny_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_deny_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_deny_03.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_deny_04.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_deny_05.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_deny_06.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_deny_07.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_deny_08.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_deny_09.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_deny_10.vcd" nodelay noscene } Rule weaver_Deny_Rule { criteria Deny Isweaver response weaver_Deny } Response weaver_Defeat { scene "scenes/weaver/weaver_weav_lose_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_lose_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_lose_03.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_lose_04.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_lose_05.vcd" nodelay noscene } Rule weaver_Defeat_Rule { criteria Defeat Isweaver response weaver_Defeat } Response weaver_Victory { scene "scenes/weaver/weaver_weav_win_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_win_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_win_03.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_win_04.vcd" nodelay noscene } Rule weaver_Victory_Rule { criteria Victory Isweaver response weaver_Victory } Response weaver_Immortality { scene "scenes/weaver/weaver_weav_immort_01.vcd" nodelay noscene } Rule weaver_Immortality_Rule { criteria Immortality Isweaver response weaver_Immortality } Response weaver_ImmortalityChance_25% { scene "scenes/weaver/weaver_weav_immort_02.vcd" nodelay noscene } Rule weaver_ImmortalityChance_25%_Rule { criteria Immortality Isweaver Chance_25% response weaver_ImmortalityChance_25% } Response weaver_PowerupIsPowerupHaste { scene "scenes/weaver/weaver_weav_haste_01.vcd" nodelay noscene } Rule weaver_PowerupIsPowerupHaste_Rule { criteria Powerup Isweaver IsPowerupHaste response weaver_PowerupIsPowerupHaste } Response weaver_PowerupIsPowerupHasteChance_25% { scene "scenes/weaver/weaver_weav_haste_02.vcd" nodelay noscene } Rule weaver_PowerupIsPowerupHasteChance_25%_Rule { criteria Powerup Isweaver IsPowerupHaste Chance_25% response weaver_PowerupIsPowerupHasteChance_25% } Response weaver_PowerupIsPowerupDoubleDamage { scene "scenes/weaver/weaver_weav_doubdam_01.vcd" nodelay noscene } Rule weaver_PowerupIsPowerupDoubleDamage_Rule { criteria Powerup Isweaver IsPowerupDoubleDamage response weaver_PowerupIsPowerupDoubleDamage } Response weaver_PowerupIsPowerupDoubleDamageChance_25% { scene "scenes/weaver/weaver_weav_doubdam_02.vcd" nodelay noscene } Rule weaver_PowerupIsPowerupDoubleDamageChance_25%_Rule { criteria Powerup Isweaver IsPowerupDoubleDamage Chance_25% response weaver_PowerupIsPowerupDoubleDamageChance_25% } Response weaver_PowerupIsPowerupBounty { scene "scenes/weaver/weaver_weav_lasthit_06.vcd" nodelay noscene respeakdelay 300 } Rule weaver_PowerupIsPowerupBounty_Rule { criteria Powerup Isweaver IsPowerupBounty response weaver_PowerupIsPowerupBounty } Response weaver_PowerupIsPowerupRegeneration { scene "scenes/weaver/weaver_weav_regen_01.vcd" nodelay noscene } Rule weaver_PowerupIsPowerupRegeneration_Rule { criteria Powerup Isweaver IsPowerupRegeneration response weaver_PowerupIsPowerupRegeneration } Response weaver_PowerupIsPowerupRegenerationChance_25% { scene "scenes/weaver/weaver_weav_regen_02.vcd" nodelay noscene } Rule weaver_PowerupIsPowerupRegenerationChance_25%_Rule { criteria Powerup Isweaver IsPowerupRegeneration Chance_25% response weaver_PowerupIsPowerupRegenerationChance_25% } Response weaver_PowerupIsPowerupIllusion { scene "scenes/weaver/weaver_weav_illus_01.vcd" nodelay noscene } Rule weaver_PowerupIsPowerupIllusion_Rule { criteria Powerup Isweaver IsPowerupIllusion response weaver_PowerupIsPowerupIllusion } Response weaver_PowerupIsPowerupIllusionChance_25% { scene "scenes/weaver/weaver_weav_illus_02.vcd" nodelay noscene } Rule weaver_PowerupIsPowerupIllusionChance_25%_Rule { criteria Powerup Isweaver IsPowerupIllusion Chance_25% response weaver_PowerupIsPowerupIllusionChance_25% } Response weaver_PowerupIsPowerupInvisibility { scene "scenes/weaver/weaver_weav_invis_01.vcd" nodelay noscene } Rule weaver_PowerupIsPowerupInvisibility_Rule { criteria Powerup Isweaver IsPowerupInvisibility response weaver_PowerupIsPowerupInvisibility } Response weaver_PowerupIsPowerupInvisibilityChance_25% { scene "scenes/weaver/weaver_weav_invis_02.vcd" nodelay noscene } Rule weaver_PowerupIsPowerupInvisibilityChance_25%_Rule { criteria Powerup Isweaver IsPowerupInvisibility Chance_25% response weaver_PowerupIsPowerupInvisibilityChance_25% } Response weaver_PowerupIsPowerupArcane { scene "scenes/weaver/weaver_weav_ability_shukuchi_05.vcd" nodelay noscene respeakdelay 300 } Rule weaver_PowerupIsPowerupArcane_Rule { criteria Powerup Isweaver IsPowerupArcane response weaver_PowerupIsPowerupArcane } Response weaver_CooldownLittleNag { scene "scenes/weaver/weaver_weav_notyet_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_notyet_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_notyet_03.vcd" nodelay noscene } Rule weaver_CooldownLittleNag_Rule { criteria Cooldown Isweaver LittleNag response weaver_CooldownLittleNag } Response weaver_CooldownMediumNag { scene "scenes/weaver/weaver_weav_notyet_04.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_notyet_05.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_notyet_06.vcd" nodelay noscene } Rule weaver_CooldownMediumNag_Rule { criteria Cooldown Isweaver MediumNag response weaver_CooldownMediumNag } Response weaver_CooldownSuperNag { scene "scenes/weaver/weaver_weav_notyet_07.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_notyet_08.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_notyet_09.vcd" nodelay noscene } Rule weaver_CooldownSuperNag_Rule { criteria Cooldown Isweaver SuperNag response weaver_CooldownSuperNag } Response weaver_NoManaLittleNag { scene "scenes/weaver/weaver_weav_nomana_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_nomana_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_nomana_03.vcd" nodelay noscene } Rule weaver_NoManaLittleNag_Rule { criteria NoMana Isweaver LittleNag response weaver_NoManaLittleNag } Response weaver_NoManaMediumNag { scene "scenes/weaver/weaver_weav_nomana_04.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_nomana_05.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_nomana_06.vcd" nodelay noscene } Rule weaver_NoManaMediumNag_Rule { criteria NoMana Isweaver MediumNag response weaver_NoManaMediumNag } Response weaver_NoManaSuperNag { scene "scenes/weaver/weaver_weav_nomana_07.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_nomana_08.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_nomana_09.vcd" nodelay noscene } Rule weaver_NoManaSuperNag_Rule { criteria NoMana Isweaver SuperNag response weaver_NoManaSuperNag } Response weaver_Thanks { scene "scenes/weaver/weaver_weav_thanks_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_thanks_02.vcd" nodelay noscene } Rule weaver_Thanks_Rule { criteria Thanks Isweaver response weaver_Thanks } Response weaver_PainChance_25% { scene "scenes/weaver/weaver_weav_underattack_01.vcd" nodelay noscene respeakdelay 120 } Rule weaver_PainChance_25%_Rule { criteria Pain Isweaver Chance_25% response weaver_PainChance_25% } Response weaver_Pain { scene "scenes/weaver/weaver_weav_pain_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_pain_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_pain_03.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_pain_04.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_pain_05.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_pain_06.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_pain_07.vcd" nodelay noscene } Rule weaver_Pain_Rule { criteria Pain Isweaver response weaver_Pain } Response weaver_InTheBag { scene "scenes/weaver/weaver_weav_inthebag_01.vcd" nodelay noscene } Rule weaver_InTheBag_Rule { criteria InTheBag Isweaver response weaver_InTheBag } Response weaver_ItemDropIsRareDrop { scene "scenes/weaver/weaver_weav_happy_03.vcd" nodelay noscene } Rule weaver_ItemDropIsRareDrop_Rule { criteria ItemDrop Isweaver IsRareDrop response weaver_ItemDropIsRareDrop } Response weaver_ItemDropIsUltraRareDrop { scene "scenes/weaver/weaver_weav_happy_04.vcd" nodelay noscene } Rule weaver_ItemDropIsUltraRareDrop_Rule { criteria ItemDrop Isweaver IsUltraRareDrop response weaver_ItemDropIsUltraRareDrop } Response weaver_ItemDropIsCommonDrop { scene "scenes/weaver/weaver_weav_happy_05.vcd" nodelay noscene } Rule weaver_ItemDropIsCommonDrop_Rule { criteria ItemDrop Isweaver IsCommonDrop response weaver_ItemDropIsCommonDrop } Response weaver_EmoteIsEmoteLaugh { scene "scenes/weaver/weaver_weav_laugh_01.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_03.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_04.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_05.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_06.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_07.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_08.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_09.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_10.vcd" nodelay noscene } Rule weaver_EmoteIsEmoteLaugh_Rule { criteria Emote Isweaver IsEmoteLaugh response weaver_EmoteIsEmoteLaugh } Response weaver_TauntIsWeaverDeadBug { scene "scenes/weaver/weaver_weav_happy_03.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_happy_04.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_02.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_04.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_08.vcd" nodelay noscene scene "scenes/weaver/weaver_weav_laugh_09.vcd" nodelay noscene } Rule weaver_TauntIsWeaverDeadBug_Rule { criteria Taunt Isweaver IsWeaverDeadBug response weaver_TauntIsWeaverDeadBug }