//------------------------------------------------------------------------------------------------------------------------ //CRITERIA //------------------------------------------------------------------------------------------------------------------------ Criterion "NotMerasmusHideCooldown" "worldMerasmusHideCooldown" "!=1" "required" weight 100 Criterion "IsMerasmusHiding" "IsMerasmusHiding" "1" "required" weight 100 Criterion "IsZombieCostume" "IsZombieCostume" "1" "required" weight 100 Criterion "soldierNotZombieNoises" "soldierZombieNoises" "!=1" "required" weight 100 Criterion "scoutNotZombieNoises" "scoutZombieNoises" "!=1" "required" weight 100 criterion "ConceptMagicBigHead" "Concept" "TLK_MAGIC_BIGHEAD" required criterion "ConceptMagicSmallHead" "Concept" "TLK_MAGIC_SMALLHEAD" required criterion "ConceptMagicGravity" "Concept" "TLK_MAGIC_GRAVITY" required criterion "ConceptMagicGood" "Concept" "TLK_MAGIC_GOOD" required criterion "ConceptMagicDance" "Concept" "TLK_MAGIC_DANCE" required criterion "ConceptHalloweenPlayerPitFall" "Concept" "HalloweenLongFall" required //------------------------------------------------------------------------------------------------------------------------ Response PlayerFairyNoiseHeavy { scene "scenes/player/heavy/low/4766.vcd" scene "scenes/player/heavy/low/4767.vcd" scene "scenes/player/heavy/low/4768.vcd" scene "scenes/player/heavy/low/4769.vcd" scene "scenes/player/heavy/low/4770.vcd" scene "scenes/player/heavy/low/4771.vcd" scene "scenes/player/heavy/low/4772.vcd" scene "scenes/player/heavy/low/4775.vcd" scene "scenes/player/heavy/low/4776.vcd" scene "scenes/player/heavy/low/4777.vcd" scene "scenes/player/heavy/low/4778.vcd" scene "scenes/player/heavy/low/4779.vcd" scene "scenes/player/heavy/low/4780.vcd" scene "scenes/player/heavy/low/4781.vcd" scene "scenes/player/heavy/low/4782.vcd" scene "scenes/player/heavy/low/4783.vcd" scene "scenes/player/heavy/low/4784.vcd" } Rule PlayerFairyNoiseHeavy { criteria ConceptPlayerExpression IsHeavy IsFairyHeavy HeavyNotFairyNoises 50PercentChance applycontext "HeavyFairyNoises:1:90" Response PlayerFairyNoiseHeavy } Response PlayerBattleCryFairyHeavy { scene "scenes/player/heavy/low/4766.vcd" scene "scenes/player/heavy/low/4767.vcd" scene "scenes/player/heavy/low/4769.vcd" scene "scenes/player/heavy/low/4775.vcd" } Rule PlayerBattleCryFairyHeavy { criteria ConceptPlayerBattleCry IsHeavy IsFairyHeavy Response PlayerBattleCryFairyHeavy } Response KilledPlayerHeavyFairy { scene "scenes/player/heavy/low/4773.vcd" scene "scenes/player/heavy/low/4774.vcd" scene "scenes/player/heavy/low/4778.vcd" } Rule KilledPlayerHeavyFairy { criteria ConceptKilledPlayer IsHeavy IsFairyHeavy HeavyNotKillSpeech 20PercentChance applycontext "HeavyKillSpeech:1:15" Response KilledPlayerHeavyFairy } Response PlayerRoundStartHeavyFairy { scene "scenes/player/heavy/low/4766.vcd" scene "scenes/player/heavy/low/4767.vcd" scene "scenes/player/heavy/low/4769.vcd" scene "scenes/player/heavy/low/4775.vcd" } Rule PlayerRoundStartHeavyFairy { criteria ConceptPlayerRoundStart IsHeavy IsFairyHeavy applycontext "HeavyFairyNoises:1:30" Response PlayerRoundStartHeavyFairy } Response scoutMerasmusHideTaunt { scene "scenes/player/scout/low/4478.vcd" scene "scenes/player/scout/low/4482.vcd" scene "scenes/player/scout/low/4487.vcd" scene "scenes/player/scout/low/4489.vcd" scene "scenes/player/scout/low/4491.vcd" scene "scenes/player/scout/low/4492.vcd" scene "scenes/player/scout/low/4493.vcd" scene "scenes/player/scout/low/4494.vcd" scene "scenes/player/scout/low/4496.vcd" scene "scenes/player/scout/low/4497.vcd" scene "scenes/player/scout/low/4498.vcd" scene "scenes/player/scout/low/4695.vcd" scene "scenes/player/scout/low/4698.vcd" scene "scenes/player/scout/low/4699.vcd" scene "scenes/player/scout/low/4700.vcd" scene "scenes/player/scout/low/4701.vcd" scene "scenes/player/scout/low/4702.vcd" } Rule scoutMerasmusHideTaunt { criteria ConceptPlayerExpression Isscout IsMerasmusHiding NotMerasmusHideCooldown 20PercentChance applycontext "MerasmusHideCooldown:1:30" applycontexttoworld Response scoutMerasmusHideTaunt } Response heavyMerasmusHideTaunt { scene "scenes/player/heavy/low/4737.vcd" scene "scenes/player/heavy/low/4738.vcd" scene "scenes/player/heavy/low/4739.vcd" scene "scenes/player/heavy/low/4741.vcd" scene "scenes/player/heavy/low/4742.vcd" } Rule heavyMerasmusHideTaunt { criteria ConceptPlayerExpression Isheavy IsMerasmusHiding NotMerasmusHideCooldown 20PercentChance applycontext "MerasmusHideCooldown:1:30" applycontexttoworld Response heavyMerasmusHideTaunt } Response demomanMerasmusHideTaunt { scene "scenes/player/demoman/low/4575.vcd" scene "scenes/player/demoman/low/4576.vcd" scene "scenes/player/demoman/low/4577.vcd" scene "scenes/player/demoman/low/4578.vcd" scene "scenes/player/demoman/low/4579.vcd" scene "scenes/player/demoman/low/4580.vcd" scene "scenes/player/demoman/low/4581.vcd" scene "scenes/player/demoman/low/4582.vcd" scene "scenes/player/demoman/low/4583.vcd" scene "scenes/player/demoman/low/5454.vcd" } Rule demomanMerasmusHideTaunt { criteria ConceptPlayerExpression Isdemoman IsMerasmusHiding NotMerasmusHideCooldown 20PercentChance applycontext "MerasmusHideCooldown:1:30" applycontexttoworld Response demomanMerasmusHideTaunt } Response medicMerasmusHideTaunt { scene "scenes/player/medic/low/4643.vcd" scene "scenes/player/medic/low/4644.vcd" scene "scenes/player/medic/low/4645.vcd" scene "scenes/player/medic/low/4646.vcd" scene "scenes/player/medic/low/4647.vcd" } Rule medicMerasmusHideTaunt { criteria ConceptPlayerExpression Ismedic IsMerasmusHiding NotMerasmusHideCooldown 20PercentChance applycontext "MerasmusHideCooldown:1:30" applycontexttoworld Response medicMerasmusHideTaunt } Response soldierMerasmusHideTaunt { scene "scenes/player/soldier/low/4499.vcd" scene "scenes/player/soldier/low/4500.vcd" scene "scenes/player/soldier/low/4506.vcd" scene "scenes/player/soldier/low/4507.vcd" scene "scenes/player/soldier/low/4509.vcd" scene "scenes/player/soldier/low/4510.vcd" scene "scenes/player/soldier/low/4511.vcd" scene "scenes/player/soldier/low/4512.vcd" scene "scenes/player/soldier/low/4513.vcd" scene "scenes/player/soldier/low/4515.vcd" scene "scenes/player/soldier/low/4516.vcd" scene "scenes/player/soldier/low/4517.vcd" scene "scenes/player/soldier/low/4522.vcd" scene "scenes/player/soldier/low/4523.vcd" scene "scenes/player/soldier/low/4524.vcd" scene "scenes/player/soldier/low/4525.vcd" scene "scenes/player/soldier/low/4526.vcd" scene "scenes/player/soldier/low/4527.vcd" scene "scenes/player/soldier/low/4528.vcd" scene "scenes/player/soldier/low/4529.vcd" scene "scenes/player/soldier/low/4530.vcd" scene "scenes/player/soldier/low/4531.vcd" scene "scenes/player/soldier/low/4533.vcd" scene "scenes/player/soldier/low/4534.vcd" scene "scenes/player/soldier/low/4535.vcd" scene "scenes/player/soldier/low/4536.vcd" scene "scenes/player/soldier/low/4537.vcd" scene "scenes/player/soldier/low/4538.vcd" scene "scenes/player/soldier/low/4539.vcd" } Rule soldierMerasmusHideTaunt { criteria ConceptPlayerExpression Issoldier IsMerasmusHiding NotMerasmusHideCooldown 20PercentChance applycontext "MerasmusHideCooldown:1:30" applycontexttoworld Response soldierMerasmusHideTaunt } Response scoutHalloweenMerasmusPitFall { scene "scenes/player/scout/low/4455.vcd" scene "scenes/player/scout/low/4456.vcd" scene "scenes/player/scout/low/4704.vcd" } Rule scoutHalloweenMerasmusPitFall { criteria ConceptHalloweenPlayerPitFall Isscout Response scoutHalloweenMerasmusPitFall } Response heavyHalloweenMerasmusPitFall { scene "scenes/player/heavy/low/4743.vcd" } Rule heavyHalloweenMerasmusPitFall { criteria ConceptHalloweenPlayerPitFall Isheavy Response heavyHalloweenMerasmusPitFall } Response demomanHalloweenMerasmusPitFall { scene "scenes/player/demoman/low/4585.vcd" } Rule demomanHalloweenMerasmusPitFall { criteria ConceptHalloweenPlayerPitFall Isdemoman Response demomanHalloweenMerasmusPitFall } Response medicHalloweenMerasmusPitFall { scene "scenes/player/medic/low/4651.vcd" } Rule medicHalloweenMerasmusPitFall { criteria ConceptHalloweenPlayerPitFall Ismedic Response medicHalloweenMerasmusPitFall } Response spyHalloweenMerasmusPitFall { scene "scenes/player/spy/low/4705.vcd" scene "scenes/player/spy/low/4709.vcd" } Rule spyHalloweenMerasmusPitFall { criteria ConceptHalloweenPlayerPitFall Isspy Response spyHalloweenMerasmusPitFall } Response soldierHalloweenMerasmusPitFall { scene "scenes/player/soldier/low/4540.vcd" scene "scenes/player/soldier/low/4541.vcd" } Rule soldierHalloweenMerasmusPitFall { criteria ConceptHalloweenPlayerPitFall Issoldier Response soldierHalloweenMerasmusPitFall } Response scoutZombieCostume { scene "scenes/player/scout/low/4457.vcd" scene "scenes/player/scout/low/4458.vcd" scene "scenes/player/scout/low/4459.vcd" scene "scenes/player/scout/low/4460.vcd" scene "scenes/player/scout/low/4703.vcd" } Rule scoutZombieCostume { criteria ConceptPlayerExpression Isscout IsZombieCostume scoutNotZombieNoises 20PercentChance applycontext "scoutZombieNoises:1:30" Response scoutZombieCostume } Response soldierZombieCostume { scene "scenes/player/soldier/low/4562.vcd" scene "scenes/player/soldier/low/4563.vcd" scene "scenes/player/soldier/low/4729.vcd" scene "scenes/player/soldier/low/4730.vcd" } Rule soldierZombieCostume { criteria ConceptPlayerExpression Issoldier IsZombieCostume soldierNotZombieNoises 20PercentChance applycontext "soldierZombieNoises:1:30" Response soldierZombieCostume } Response scoutPlayerBattleCryZombie { scene "scenes/player/scout/low/4457.vcd" scene "scenes/player/scout/low/4458.vcd" scene "scenes/player/scout/low/4459.vcd" scene "scenes/player/scout/low/4460.vcd" scene "scenes/player/scout/low/4703.vcd" } Rule scoutPlayerBattleCryZombie { criteria ConceptPlayerBattleCry Isscout IsZombieCostume applycontext "scoutZombieNoises:1:30" Response scoutPlayerBattleCryZombie } Response soldierPlayerBattleCryZombie { scene "scenes/player/soldier/low/4562.vcd" scene "scenes/player/soldier/low/4563.vcd" scene "scenes/player/soldier/low/4729.vcd" scene "scenes/player/soldier/low/4730.vcd" } Rule soldierPlayerBattleCryZombie { criteria ConceptPlayerBattleCry Issoldier IsZombieCostume applycontext "soldierZombieNoises:1:30" Response soldierPlayerBattleCryZombie } Response scoutBigHeadReaction { scene "scenes/player/scout/low/4472.vcd" predelay "3.5, 6.5" scene "scenes/player/scout/low/4686.vcd" predelay "3.5, 6.5" scene "scenes/player/scout/low/4689.vcd" predelay "3.5, 6.5" scene "scenes/player/scout/low/4692.vcd" predelay "3.5, 6.5" scene "scenes/player/scout/low/4693.vcd" predelay "3.5, 6.5" scene "scenes/player/scout/low/4694.vcd" predelay "3.5, 6.5" } Rule scoutBigHeadReaction { criteria ConceptMagicBigHead Isscout Response scoutBigHeadReaction } Response heavyBigHeadReaction { scene "scenes/player/heavy/low/4744.vcd" predelay "3.5, 6.5" scene "scenes/player/heavy/low/4750.vcd" predelay "3.5, 6.5" scene "scenes/player/heavy/low/5456.vcd" predelay "3.5, 6.5" } Rule heavyBigHeadReaction { criteria ConceptMagicBigHead Isheavy Response heavyBigHeadReaction } Response demomanBigHeadReaction { scene "scenes/player/demoman/low/4586.vcd" predelay "3.5, 6.5" scene "scenes/player/demoman/low/4589.vcd" predelay "3.5, 6.5" } Rule demomanBigHeadReaction { criteria ConceptMagicBigHead Isdemoman Response demomanBigHeadReaction } Response medicBigHeadReaction { scene "scenes/player/medic/low/4652.vcd" predelay "3.5, 6.5" scene "scenes/player/medic/low/4653.vcd" predelay "3.5, 6.5" scene "scenes/player/medic/low/4660.vcd" predelay "3.5, 6.5" } Rule medicBigHeadReaction { criteria ConceptMagicBigHead Ismedic Response medicBigHeadReaction } Response spyBigHeadReaction { scene "scenes/player/spy/low/4711.vcd" predelay "3.5, 6.5" scene "scenes/player/spy/low/4712.vcd" predelay "3.5, 6.5" } Rule spyBigHeadReaction { criteria ConceptMagicBigHead Isspy Response spyBigHeadReaction } Response soldierBigHeadReaction { scene "scenes/player/soldier/low/4546.vcd" predelay "3.5, 6.5" scene "scenes/player/soldier/low/4547.vcd" predelay "3.5, 6.5" scene "scenes/player/soldier/low/4728.vcd" predelay "3.5, 6.5" } Rule soldierBigHeadReaction { criteria ConceptMagicBigHead Issoldier Response soldierBigHeadReaction } Response scoutSmallHeadReaction { scene "scenes/player/scout/low/4464.vcd" predelay "4.5, 6.5" scene "scenes/player/scout/low/4468.vcd" predelay "4.5, 6.5" scene "scenes/player/scout/low/4473.vcd" predelay "4.5, 6.5" scene "scenes/player/scout/low/4475.vcd" predelay "4.5, 6.5" scene "scenes/player/scout/low/4687.vcd" predelay "4.5, 6.5" scene "scenes/player/scout/low/4688.vcd" predelay "4.5, 6.5" scene "scenes/player/scout/low/4692.vcd" predelay "4.5, 6.5" scene "scenes/player/scout/low/4693.vcd" predelay "4.5, 6.5" scene "scenes/player/scout/low/4694.vcd" predelay "4.5, 6.5" } Rule scoutSmallHeadReaction { criteria ConceptMagicSmallHead Isscout Response scoutSmallHeadReaction } Response heavySmallHeadReaction { scene "scenes/player/heavy/low/4745.vcd" predelay "4.5, 6.5" scene "scenes/player/heavy/low/4749.vcd" predelay "4.5, 6.5" scene "scenes/player/heavy/low/4751.vcd" predelay "4.5, 6.5" scene "scenes/player/heavy/low/4750.vcd" predelay "4.5, 6.5" scene "scenes/player/heavy/low/5456.vcd" predelay "4.5, 6.5" } Rule heavySmallHeadReaction { criteria ConceptMagicSmallHead Isheavy Response heavySmallHeadReaction } Response demomanSmallHeadReaction { scene "scenes/player/demoman/low/4587.vcd" predelay "4.5, 6.5" scene "scenes/player/demoman/low/4588.vcd" predelay "4.5, 6.5" scene "scenes/player/demoman/low/4590.vcd" predelay "4.5, 6.5" scene "scenes/player/demoman/low/4592.vcd" predelay "4.5, 6.5" scene "scenes/player/demoman/low/4586.vcd" predelay "4.5, 6.5" } Rule demomanSmallHeadReaction { criteria ConceptMagicSmallHead Isdemoman Response demomanSmallHeadReaction } Response medicSmallHeadReaction { scene "scenes/player/medic/low/4654.vcd" predelay "4.5, 6.5" scene "scenes/player/medic/low/4656.vcd" predelay "4.5, 6.5" scene "scenes/player/medic/low/4652.vcd" predelay "4.5, 6.5" scene "scenes/player/medic/low/4660.vcd" predelay "4.5, 6.5" } Rule medicSmallHeadReaction { criteria ConceptMagicSmallHead Ismedic Response medicSmallHeadReaction } Response spySmallHeadReaction { scene "scenes/player/spy/low/4710.vcd" predelay "4.5, 6.5" scene "scenes/player/spy/low/4713.vcd" predelay "4.5, 6.5" scene "scenes/player/spy/low/4715.vcd" predelay "4.5, 6.5" } Rule spySmallHeadReaction { criteria ConceptMagicSmallHead Isspy Response spySmallHeadReaction } Response soldierSmallHeadReaction { scene "scenes/player/soldier/low/4548.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4553.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4728.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4546.vcd" predelay "4.5, 6.5" } Rule soldierSmallHeadReaction { criteria ConceptMagicSmallHead Issoldier Response soldierSmallHeadReaction } Response scoutGravityReaction { scene "scenes/player/scout/low/4469.vcd" predelay "4.5, 6.5" } Rule scoutGravityReaction { criteria ConceptMagicGravity Isscout 50PercentChance Response scoutGravityReaction } Response heavyGravityReaction { scene "scenes/player/heavy/low/4748.vcd" predelay "4.5, 6.5" scene "scenes/player/heavy/low/4752.vcd" predelay "4.5, 6.5" } Rule heavyGravityReaction { criteria ConceptMagicGravity Isheavy 50PercentChance Response heavyGravityReaction } Response demomanGravityReaction { scene "scenes/player/demoman/low/4591.vcd" predelay "4.5, 6.5" scene "scenes/player/demoman/low/4593.vcd" predelay "4.5, 6.5" scene "scenes/player/demoman/low/4596.vcd" predelay "4.5, 6.5" } Rule demomanGravityReaction { criteria ConceptMagicGravity Isdemoman 50PercentChance Response demomanGravityReaction } Response medicGravityReaction { scene "scenes/player/medic/low/4657.vcd" predelay "4.5, 6.5" scene "scenes/player/medic/low/4663.vcd" predelay "4.5, 6.5" scene "scenes/player/medic/low/4656.vcd" predelay "4.5, 6.5" } Rule medicGravityReaction { criteria ConceptMagicGravity Ismedic 50PercentChance Response medicGravityReaction } Response soldierGravityReaction { scene "scenes/player/soldier/low/4556.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4557.vcd" predelay "4.5, 6.5" } Rule soldierGravityReaction { criteria ConceptMagicGravity Issoldier 50PercentChance Response soldierGravityReaction } Response scoutGoodMagicReaction { scene "scenes/player/scout/low/4477.vcd" predelay "4.5, 6.5" scene "scenes/player/scout/low/4479.vcd" predelay "4.5, 6.5" scene "scenes/player/scout/low/4480.vcd" predelay "4.5, 6.5" scene "scenes/player/scout/low/4481.vcd" predelay "4.5, 6.5" scene "scenes/player/scout/low/4483.vcd" predelay "4.5, 6.5" scene "scenes/player/scout/low/4482.vcd" predelay "4.5, 6.5" scene "scenes/player/scout/low/4497.vcd" predelay "4.5, 6.5" scene "scenes/player/scout/low/4699.vcd" predelay "4.5, 6.5" scene "scenes/player/scout/low/4702.vcd" predelay "4.5, 6.5" } Rule scoutGoodMagicReaction { criteria ConceptMagicGood Isscout 50PercentChance Response scoutGoodMagicReaction } Response heavyGoodMagicReaction { scene "scenes/player/heavy/low/4754.vcd" predelay "4.5, 6.5" scene "scenes/player/heavy/low/4755.vcd" predelay "4.5, 6.5" } Rule heavyGoodMagicReaction { criteria ConceptMagicGood Isheavy 50PercentChance Response heavyGoodMagicReaction } Response demomanGoodMagicReaction { scene "scenes/player/demoman/low/4597.vcd" predelay "4.5, 6.5" scene "scenes/player/demoman/low/4598.vcd" predelay "4.5, 6.5" scene "scenes/player/demoman/low/4599.vcd" predelay "4.5, 6.5" scene "scenes/player/demoman/low/4600.vcd" predelay "4.5, 6.5" scene "scenes/player/demoman/low/4576.vcd" predelay "4.5, 6.5" scene "scenes/player/demoman/low/4577.vcd" predelay "4.5, 6.5" scene "scenes/player/demoman/low/4578.vcd" predelay "4.5, 6.5" scene "scenes/player/demoman/low/4579.vcd" predelay "4.5, 6.5" scene "scenes/player/demoman/low/4580.vcd" predelay "4.5, 6.5" } Rule demomanGoodMagicReaction { criteria ConceptMagicGood Isdemoman 50PercentChance Response demomanGoodMagicReaction } Response medicGoodMagicReaction { scene "scenes/player/medic/low/4649.vcd" predelay "4.5, 6.5" scene "scenes/player/medic/low/4664.vcd" predelay "4.5, 6.5" scene "scenes/player/medic/low/4665.vcd" predelay "4.5, 6.5" scene "scenes/player/medic/low/4666.vcd" predelay "4.5, 6.5" scene "scenes/player/medic/low/4731.vcd" predelay "4.5, 6.5" scene "scenes/player/medic/low/4732.vcd" predelay "4.5, 6.5" scene "scenes/player/medic/low/4733.vcd" predelay "4.5, 6.5" } Rule medicGoodMagicReaction { criteria ConceptMagicGood Ismedic 50PercentChance Response medicGoodMagicReaction } Response soldierGoodMagicReaction { scene "scenes/player/soldier/low/4564.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4565.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4566.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4567.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4522.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4523.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4525.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4526.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4527.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4528.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4529.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4530.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4531.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4533.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4534.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4535.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4536.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4537.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4538.vcd" predelay "4.5, 6.5" scene "scenes/player/soldier/low/4539.vcd" predelay "4.5, 6.5" } Rule soldierGoodMagicReaction { criteria ConceptMagicGood Issoldier 50PercentChance Response soldierGoodMagicReaction } Response soldierDanceMagicReaction { scene "scenes/player/soldier/low/4550.vcd" predelay "3.0" scene "scenes/player/soldier/low/4558.vcd" predelay "3.0" scene "scenes/player/soldier/low/4559.vcd" predelay "3.0" } Rule soldierDanceMagicReaction { criteria ConceptMagicDance Issoldier 50PercentChance Response soldierDanceMagicReaction } //------------------------------------------------------------------------------------------------------------------------ //Scream Fortress 2013 //------------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------------ //CRITERIA //------------------------------------------------------------------------------------------------------------------------ Criterion "SF13IsTheWitchingHour" "worldIsTheWitchingHour" "1" "required" weight 100 Criterion "SF13IsNotTheWitchingHour" "worldIsTheWitchingHour" "!=1" "required" weight 100 //------------------------------------------------------------------------------------------------------------------------ //START OF SCREAM FORTRESS 2013 AUTOGENERATED Response ScoutCastMerasmusZap { scene "scenes/player/scout/low/6254.vcd" } Rule ScoutCastMerasmusZap { criteria ConceptPlayerCastMerasmusZap IsScout Response ScoutCastMerasmusZap } Response HeavyCastMerasmusZap { scene "scenes/player/heavy/low/6384.vcd" } Rule HeavyCastMerasmusZap { criteria ConceptPlayerCastMerasmusZap IsHeavy Response HeavyCastMerasmusZap } Response PyroCastMerasmusZap { scene "scenes/player/pyro/low/6438.vcd" } Rule PyroCastMerasmusZap { criteria ConceptPlayerCastMerasmusZap IsPyro Response PyroCastMerasmusZap } Response EngineerCastMerasmusZap { scene "scenes/player/engineer/low/6319.vcd" } Rule EngineerCastMerasmusZap { criteria ConceptPlayerCastMerasmusZap IsEngineer Response EngineerCastMerasmusZap } Response DemomanCastMerasmusZap { scene "scenes/player/demoman/low/6059.vcd" } Rule DemomanCastMerasmusZap { criteria ConceptPlayerCastMerasmusZap IsDemoman Response DemomanCastMerasmusZap } Response MedicCastMerasmusZap { scene "scenes/player/medic/low/6579.vcd" } Rule MedicCastMerasmusZap { criteria ConceptPlayerCastMerasmusZap IsMedic Response MedicCastMerasmusZap } Response SniperCastMerasmusZap { scene "scenes/player/sniper/low/6514.vcd" } Rule SniperCastMerasmusZap { criteria ConceptPlayerCastMerasmusZap IsSniper Response SniperCastMerasmusZap } Response SpyCastMerasmusZap { scene "scenes/player/spy/low/6124.vcd" } Rule SpyCastMerasmusZap { criteria ConceptPlayerCastMerasmusZap IsSpy Response SpyCastMerasmusZap } Response SoldierCastMerasmusZap { scene "scenes/player/soldier/low/6189.vcd" } Rule SoldierCastMerasmusZap { criteria ConceptPlayerCastMerasmusZap IsSoldier Response SoldierCastMerasmusZap } Response ScoutCastSelfHeal { scene "scenes/player/scout/low/6243.vcd" } Rule ScoutCastSelfHeal { criteria ConceptPlayerCastSelfHeal IsScout Response ScoutCastSelfHeal } Response HeavyCastSelfHeal { scene "scenes/player/heavy/low/6373.vcd" } Rule HeavyCastSelfHeal { criteria ConceptPlayerCastSelfHeal IsHeavy Response HeavyCastSelfHeal } Response PyroCastSelfHeal { scene "scenes/player/pyro/low/6438.vcd" } Rule PyroCastSelfHeal { criteria ConceptPlayerCastSelfHeal IsPyro Response PyroCastSelfHeal } Response EngineerCastSelfHeal { scene "scenes/player/engineer/low/6308.vcd" } Rule EngineerCastSelfHeal { criteria ConceptPlayerCastSelfHeal IsEngineer Response EngineerCastSelfHeal } Response DemomanCastSelfHeal { scene "scenes/player/demoman/low/6048.vcd" } Rule DemomanCastSelfHeal { criteria ConceptPlayerCastSelfHeal IsDemoman Response DemomanCastSelfHeal } Response MedicCastSelfHeal { scene "scenes/player/medic/low/6568.vcd" } Rule MedicCastSelfHeal { criteria ConceptPlayerCastSelfHeal IsMedic Response MedicCastSelfHeal } Response SniperCastSelfHeal { scene "scenes/player/sniper/low/6503.vcd" } Rule SniperCastSelfHeal { criteria ConceptPlayerCastSelfHeal IsSniper Response SniperCastSelfHeal } Response SpyCastSelfHeal { scene "scenes/player/spy/low/6113.vcd" } Rule SpyCastSelfHeal { criteria ConceptPlayerCastSelfHeal IsSpy Response SpyCastSelfHeal } Response SoldierCastSelfHeal { scene "scenes/player/soldier/low/6178.vcd" } Rule SoldierCastSelfHeal { criteria ConceptPlayerCastSelfHeal IsSoldier Response SoldierCastSelfHeal } Response ScoutCastMirv { scene "scenes/player/scout/low/6263.vcd" } Rule ScoutCastMirv { criteria ConceptPlayerCastMirv IsScout Response ScoutCastMirv } Response HeavyCastMirv { scene "scenes/player/heavy/low/6393.vcd" } Rule HeavyCastMirv { criteria ConceptPlayerCastMirv IsHeavy Response HeavyCastMirv } Response PyroCastMirv { scene "scenes/player/pyro/low/6435.vcd" } Rule PyroCastMirv { criteria ConceptPlayerCastMirv IsPyro Response PyroCastMirv } Response EngineerCastMirv { scene "scenes/player/engineer/low/6328.vcd" } Rule EngineerCastMirv { criteria ConceptPlayerCastMirv IsEngineer Response EngineerCastMirv } Response DemomanCastMirv { scene "scenes/player/demoman/low/6068.vcd" } Rule DemomanCastMirv { criteria ConceptPlayerCastMirv IsDemoman Response DemomanCastMirv } Response MedicCastMirv { scene "scenes/player/medic/low/6588.vcd" } Rule MedicCastMirv { criteria ConceptPlayerCastMirv IsMedic Response MedicCastMirv } Response SniperCastMirv { scene "scenes/player/sniper/low/6523.vcd" } Rule SniperCastMirv { criteria ConceptPlayerCastMirv IsSniper Response SniperCastMirv } Response SpyCastMirv { scene "scenes/player/spy/low/6133.vcd" } Rule SpyCastMirv { criteria ConceptPlayerCastMirv IsSpy Response SpyCastMirv } Response SoldierCastMirv { scene "scenes/player/soldier/low/6198.vcd" } Rule SoldierCastMirv { criteria ConceptPlayerCastMirv IsSoldier Response SoldierCastMirv } Response ScoutCastBlastJump { scene "scenes/player/scout/low/6247.vcd" } Rule ScoutCastBlastJump { criteria ConceptPlayerCastBlastJump IsScout Response ScoutCastBlastJump } Response HeavyCastBlastJump { scene "scenes/player/heavy/low/6377.vcd" } Rule HeavyCastBlastJump { criteria ConceptPlayerCastBlastJump IsHeavy Response HeavyCastBlastJump } Response PyroCastBlastJump { scene "scenes/player/pyro/low/6437.vcd" } Rule PyroCastBlastJump { criteria ConceptPlayerCastBlastJump IsPyro Response PyroCastBlastJump } Response EngineerCastBlastJump { scene "scenes/player/engineer/low/6312.vcd" } Rule EngineerCastBlastJump { criteria ConceptPlayerCastBlastJump IsEngineer Response EngineerCastBlastJump } Response DemomanCastBlastJump { scene "scenes/player/demoman/low/6052.vcd" } Rule DemomanCastBlastJump { criteria ConceptPlayerCastBlastJump IsDemoman Response DemomanCastBlastJump } Response MedicCastBlastJump { scene "scenes/player/medic/low/6572.vcd" } Rule MedicCastBlastJump { criteria ConceptPlayerCastBlastJump IsMedic Response MedicCastBlastJump } Response SniperCastBlastJump { scene "scenes/player/sniper/low/6507.vcd" } Rule SniperCastBlastJump { criteria ConceptPlayerCastBlastJump IsSniper Response SniperCastBlastJump } Response SpyCastBlastJump { scene "scenes/player/spy/low/6117.vcd" } Rule SpyCastBlastJump { criteria ConceptPlayerCastBlastJump IsSpy Response SpyCastBlastJump } Response SoldierCastBlastJump { scene "scenes/player/soldier/low/6182.vcd" } Rule SoldierCastBlastJump { criteria ConceptPlayerCastBlastJump IsSoldier Response SoldierCastBlastJump } Response ScoutCastStealth { scene "scenes/player/scout/low/6257.vcd" } Rule ScoutCastStealth { criteria ConceptPlayerCastStealth IsScout Response ScoutCastStealth } Response HeavyCastStealth { scene "scenes/player/heavy/low/6387.vcd" } Rule HeavyCastStealth { criteria ConceptPlayerCastStealth IsHeavy Response HeavyCastStealth } Response PyroCastStealth { scene "scenes/player/pyro/low/6439.vcd" } Rule PyroCastStealth { criteria ConceptPlayerCastStealth IsPyro Response PyroCastStealth } Response EngineerCastStealth { scene "scenes/player/engineer/low/6322.vcd" } Rule EngineerCastStealth { criteria ConceptPlayerCastStealth IsEngineer Response EngineerCastStealth } Response DemomanCastStealth { scene "scenes/player/demoman/low/6062.vcd" } Rule DemomanCastStealth { criteria ConceptPlayerCastStealth IsDemoman Response DemomanCastStealth } Response MedicCastStealth { scene "scenes/player/medic/low/6582.vcd" } Rule MedicCastStealth { criteria ConceptPlayerCastStealth IsMedic Response MedicCastStealth } Response SniperCastStealth { scene "scenes/player/sniper/low/6517.vcd" } Rule SniperCastStealth { criteria ConceptPlayerCastStealth IsSniper Response SniperCastStealth } Response SpyCastStealth { scene "scenes/player/spy/low/6127.vcd" } Rule SpyCastStealth { criteria ConceptPlayerCastStealth IsSpy Response SpyCastStealth } Response SoldierCastStealth { scene "scenes/player/soldier/low/6192.vcd" } Rule SoldierCastStealth { criteria ConceptPlayerCastStealth IsSoldier Response SoldierCastStealth } Response ScoutCastTeleport { scene "scenes/player/scout/low/6272.vcd" } Rule ScoutCastTeleport { criteria ConceptPlayerCastTeleport IsScout Response ScoutCastTeleport } Response HeavyCastTeleport { scene "scenes/player/heavy/low/6402.vcd" } Rule HeavyCastTeleport { criteria ConceptPlayerCastTeleport IsHeavy Response HeavyCastTeleport } Response PyroCastTeleport { scene "scenes/player/pyro/low/6440.vcd" } Rule PyroCastTeleport { criteria ConceptPlayerCastTeleport IsPyro Response PyroCastTeleport } Response EngineerCastTeleport { scene "scenes/player/engineer/low/6337.vcd" } Rule EngineerCastTeleport { criteria ConceptPlayerCastTeleport IsEngineer Response EngineerCastTeleport } Response DemomanCastTeleport { scene "scenes/player/demoman/low/6077.vcd" } Rule DemomanCastTeleport { criteria ConceptPlayerCastTeleport IsDemoman Response DemomanCastTeleport } Response MedicCastTeleport { scene "scenes/player/medic/low/6597.vcd" } Rule MedicCastTeleport { criteria ConceptPlayerCastTeleport IsMedic Response MedicCastTeleport } Response SniperCastTeleport { scene "scenes/player/sniper/low/6532.vcd" } Rule SniperCastTeleport { criteria ConceptPlayerCastTeleport IsSniper Response SniperCastTeleport } Response SpyCastTeleport { scene "scenes/player/spy/low/6142.vcd" } Rule SpyCastTeleport { criteria ConceptPlayerCastTeleport IsSpy Response SpyCastTeleport } Response SoldierCastTeleport { scene "scenes/player/soldier/low/6207.vcd" } Rule SoldierCastTeleport { criteria ConceptPlayerCastTeleport IsSoldier Response SoldierCastTeleport } Response ScoutCastBombHeadCurse { scene "scenes/player/scout/low/6264.vcd" } Rule ScoutCastBombHeadCurse { criteria ConceptPlayerCastBombHeadCurse IsScout Response ScoutCastBombHeadCurse } Response HeavyCastBombHeadCurse { scene "scenes/player/heavy/low/6394.vcd" } Rule HeavyCastBombHeadCurse { criteria ConceptPlayerCastBombHeadCurse IsHeavy Response HeavyCastBombHeadCurse } Response PyroCastBombHeadCurse { scene "scenes/player/pyro/low/8478.vcd" } Rule PyroCastBombHeadCurse { criteria ConceptPlayerCastBombHeadCurse IsPyro Response PyroCastBombHeadCurse } Response EngineerCastBombHeadCurse { scene "scenes/player/engineer/low/6329.vcd" } Rule EngineerCastBombHeadCurse { criteria ConceptPlayerCastBombHeadCurse IsEngineer Response EngineerCastBombHeadCurse } Response DemomanCastBombHeadCurse { scene "scenes/player/demoman/low/6069.vcd" } Rule DemomanCastBombHeadCurse { criteria ConceptPlayerCastBombHeadCurse IsDemoman Response DemomanCastBombHeadCurse } Response MedicCastBombHeadCurse { scene "scenes/player/medic/low/6589.vcd" } Rule MedicCastBombHeadCurse { criteria ConceptPlayerCastBombHeadCurse IsMedic Response MedicCastBombHeadCurse } Response SniperCastBombHeadCurse { scene "scenes/player/sniper/low/6524.vcd" } Rule SniperCastBombHeadCurse { criteria ConceptPlayerCastBombHeadCurse IsSniper Response SniperCastBombHeadCurse } Response SpyCastBombHeadCurse { scene "scenes/player/spy/low/6134.vcd" } Rule SpyCastBombHeadCurse { criteria ConceptPlayerCastBombHeadCurse IsSpy Response SpyCastBombHeadCurse } Response SoldierCastBombHeadCurse { scene "scenes/player/soldier/low/6199.vcd" } Rule SoldierCastBombHeadCurse { criteria ConceptPlayerCastBombHeadCurse IsSoldier Response SoldierCastBombHeadCurse } Response ScoutCastLightningBall { scene "scenes/player/scout/low/6268.vcd" } Rule ScoutCastLightningBall { criteria ConceptPlayerCastLightningBall IsScout Response ScoutCastLightningBall } Response HeavyCastLightningBall { scene "scenes/player/heavy/low/6398.vcd" } Rule HeavyCastLightningBall { criteria ConceptPlayerCastLightningBall IsHeavy Response HeavyCastLightningBall } Response PyroCastLightningBall { scene "scenes/player/pyro/low/6436.vcd" } Rule PyroCastLightningBall { criteria ConceptPlayerCastLightningBall IsPyro Response PyroCastLightningBall } Response EngineerCastLightningBall { scene "scenes/player/engineer/low/6333.vcd" } Rule EngineerCastLightningBall { criteria ConceptPlayerCastLightningBall IsEngineer Response EngineerCastLightningBall } Response DemomanCastLightningBall { scene "scenes/player/demoman/low/6073.vcd" } Rule DemomanCastLightningBall { criteria ConceptPlayerCastLightningBall IsDemoman Response DemomanCastLightningBall } Response MedicCastLightningBall { scene "scenes/player/medic/low/6593.vcd" } Rule MedicCastLightningBall { criteria ConceptPlayerCastLightningBall IsMedic Response MedicCastLightningBall } Response SniperCastLightningBall { scene "scenes/player/sniper/low/6528.vcd" } Rule SniperCastLightningBall { criteria ConceptPlayerCastLightningBall IsSniper Response SniperCastLightningBall } Response SpyCastLightningBall { scene "scenes/player/spy/low/6138.vcd" } Rule SpyCastLightningBall { criteria ConceptPlayerCastLightningBall IsSpy Response SpyCastLightningBall } Response SoldierCastLightningBall { scene "scenes/player/soldier/low/6203.vcd" } Rule SoldierCastLightningBall { criteria ConceptPlayerCastLightningBall IsSoldier Response SoldierCastLightningBall } Response ScoutCastMovementBuff { scene "scenes/player/scout/low/6256.vcd" } Rule ScoutCastMovementBuff { criteria ConceptPlayerCastMovementBuff IsScout Response ScoutCastMovementBuff } Response HeavyCastMovementBuff { scene "scenes/player/heavy/low/6386.vcd" } Rule HeavyCastMovementBuff { criteria ConceptPlayerCastMovementBuff IsHeavy Response HeavyCastMovementBuff } Response PyroCastMovementBuff { scene "scenes/player/pyro/low/8479.vcd" } Rule PyroCastMovementBuff { criteria ConceptPlayerCastMovementBuff IsPyro Response PyroCastMovementBuff } Response EngineerCastMovementBuff { scene "scenes/player/engineer/low/6321.vcd" } Rule EngineerCastMovementBuff { criteria ConceptPlayerCastMovementBuff IsEngineer Response EngineerCastMovementBuff } Response DemomanCastMovementBuff { scene "scenes/player/demoman/low/6061.vcd" } Rule DemomanCastMovementBuff { criteria ConceptPlayerCastMovementBuff IsDemoman Response DemomanCastMovementBuff } Response MedicCastMovementBuff { scene "scenes/player/medic/low/6581.vcd" } Rule MedicCastMovementBuff { criteria ConceptPlayerCastMovementBuff IsMedic Response MedicCastMovementBuff } Response SniperCastMovementBuff { scene "scenes/player/sniper/low/6516.vcd" } Rule SniperCastMovementBuff { criteria ConceptPlayerCastMovementBuff IsSniper Response SniperCastMovementBuff } Response SpyCastMovementBuff { scene "scenes/player/spy/low/6126.vcd" } Rule SpyCastMovementBuff { criteria ConceptPlayerCastMovementBuff IsSpy Response SpyCastMovementBuff } Response SoldierCastMovementBuff { scene "scenes/player/soldier/low/6191.vcd" } Rule SoldierCastMovementBuff { criteria ConceptPlayerCastMovementBuff IsSoldier Response SoldierCastMovementBuff } Response ScoutCastMonoculous { scene "scenes/player/scout/low/6296.vcd" } Rule ScoutCastMonoculous { criteria ConceptPlayerCastMonoculous IsScout Response ScoutCastMonoculous } Response HeavyCastMonoculous { scene "scenes/player/heavy/low/6426.vcd" } Rule HeavyCastMonoculous { criteria ConceptPlayerCastMonoculous IsHeavy Response HeavyCastMonoculous } Response PyroCastMonoculous { scene "scenes/player/pyro/low/8480.vcd" } Rule PyroCastMonoculous { criteria ConceptPlayerCastMonoculous IsPyro Response PyroCastMonoculous } Response EngineerCastMonoculous { scene "scenes/player/engineer/low/6361.vcd" } Rule EngineerCastMonoculous { criteria ConceptPlayerCastMonoculous IsEngineer Response EngineerCastMonoculous } Response DemomanCastMonoculous { scene "scenes/player/demoman/low/6101.vcd" scene "scenes/player/demoman/low/8527.vcd" } Rule DemomanCastMonoculous { criteria ConceptPlayerCastMonoculous IsDemoman Response DemomanCastMonoculous } Response MedicCastMonoculous { scene "scenes/player/medic/low/6621.vcd" } Rule MedicCastMonoculous { criteria ConceptPlayerCastMonoculous IsMedic Response MedicCastMonoculous } Response SniperCastMonoculous { scene "scenes/player/sniper/low/6556.vcd" } Rule SniperCastMonoculous { criteria ConceptPlayerCastMonoculous IsSniper Response SniperCastMonoculous } Response SpyCastMonoculous { scene "scenes/player/spy/low/6166.vcd" } Rule SpyCastMonoculous { criteria ConceptPlayerCastMonoculous IsSpy Response SpyCastMonoculous } Response SoldierCastMonoculous { scene "scenes/player/soldier/low/6231.vcd" } Rule SoldierCastMonoculous { criteria ConceptPlayerCastMonoculous IsSoldier Response SoldierCastMonoculous } Response ScoutCastMeteorSwarm { scene "scenes/player/scout/low/6291.vcd" } Rule ScoutCastMeteorSwarm { criteria ConceptPlayerCastMeteorSwarm IsScout Response ScoutCastMeteorSwarm } Response HeavyCastMeteorSwarm { scene "scenes/player/heavy/low/6421.vcd" } Rule HeavyCastMeteorSwarm { criteria ConceptPlayerCastMeteorSwarm IsHeavy Response HeavyCastMeteorSwarm } Response PyroCastMeteorSwarm { scene "scenes/player/pyro/low/6440.vcd" } Rule PyroCastMeteorSwarm { criteria ConceptPlayerCastMeteorSwarm IsPyro Response PyroCastMeteorSwarm } Response EngineerCastMeteorSwarm { scene "scenes/player/engineer/low/6356.vcd" } Rule EngineerCastMeteorSwarm { criteria ConceptPlayerCastMeteorSwarm IsEngineer Response EngineerCastMeteorSwarm } Response DemomanCastMeteorSwarm { scene "scenes/player/demoman/low/6096.vcd" } Rule DemomanCastMeteorSwarm { criteria ConceptPlayerCastMeteorSwarm IsDemoman Response DemomanCastMeteorSwarm } Response MedicCastMeteorSwarm { scene "scenes/player/medic/low/6616.vcd" } Rule MedicCastMeteorSwarm { criteria ConceptPlayerCastMeteorSwarm IsMedic Response MedicCastMeteorSwarm } Response SniperCastMeteorSwarm { scene "scenes/player/sniper/low/6551.vcd" } Rule SniperCastMeteorSwarm { criteria ConceptPlayerCastMeteorSwarm IsSniper Response SniperCastMeteorSwarm } Response SpyCastMeteorSwarm { scene "scenes/player/spy/low/6161.vcd" } Rule SpyCastMeteorSwarm { criteria ConceptPlayerCastMeteorSwarm IsSpy Response SpyCastMeteorSwarm } Response SoldierCastMeteorSwarm { scene "scenes/player/soldier/low/6226.vcd" } Rule SoldierCastMeteorSwarm { criteria ConceptPlayerCastMeteorSwarm IsSoldier Response SoldierCastMeteorSwarm } Response ScoutCastSkeletonHorde { scene "scenes/player/scout/low/6293.vcd" } Rule ScoutCastSkeletonHorde { criteria ConceptPlayerCastSkeletonHorde IsScout Response ScoutCastSkeletonHorde } Response HeavyCastSkeletonHorde { scene "scenes/player/heavy/low/6423.vcd" } Rule HeavyCastSkeletonHorde { criteria ConceptPlayerCastSkeletonHorde IsHeavy Response HeavyCastSkeletonHorde } Response PyroCastSkeletonHorde { scene "scenes/player/pyro/low/6435.vcd" } Rule PyroCastSkeletonHorde { criteria ConceptPlayerCastSkeletonHorde IsPyro Response PyroCastSkeletonHorde } Response EngineerCastSkeletonHorde { scene "scenes/player/engineer/low/6358.vcd" } Rule EngineerCastSkeletonHorde { criteria ConceptPlayerCastSkeletonHorde IsEngineer Response EngineerCastSkeletonHorde } Response DemomanCastSkeletonHorde { scene "scenes/player/demoman/low/6098.vcd" } Rule DemomanCastSkeletonHorde { criteria ConceptPlayerCastSkeletonHorde IsDemoman Response DemomanCastSkeletonHorde } Response MedicCastSkeletonHorde { scene "scenes/player/medic/low/6618.vcd" } Rule MedicCastSkeletonHorde { criteria ConceptPlayerCastSkeletonHorde IsMedic Response MedicCastSkeletonHorde } Response SniperCastSkeletonHorde { scene "scenes/player/sniper/low/6553.vcd" } Rule SniperCastSkeletonHorde { criteria ConceptPlayerCastSkeletonHorde IsSniper Response SniperCastSkeletonHorde } Response SpyCastSkeletonHorde { scene "scenes/player/spy/low/6163.vcd" } Rule SpyCastSkeletonHorde { criteria ConceptPlayerCastSkeletonHorde IsSpy Response SpyCastSkeletonHorde } Response SoldierCastSkeletonHorde { scene "scenes/player/soldier/low/6228.vcd" } Rule SoldierCastSkeletonHorde { criteria ConceptPlayerCastSkeletonHorde IsSoldier Response SoldierCastSkeletonHorde } Response ScoutSeeSpellMeteorSwarm { scene "scenes/player/scout/low/8520.vcd" scene "scenes/player/scout/low/8521.vcd" scene "scenes/player/scout/low/8522.vcd" scene "scenes/player/scout/low/8523.vcd" scene "scenes/player/scout/low/8524.vcd" scene "scenes/player/scout/low/8525.vcd" scene "scenes/player/scout/low/8526.vcd" scene "scenes/player/scout/low/4461.vcd" scene "scenes/player/scout/low/4462.vcd" scene "scenes/player/scout/low/4463.vcd" scene "scenes/player/scout/low/4680.vcd" } Rule ScoutSeeSpellMeteorSwarm { criteria ConceptPlayerSpellMeteorSwarm IsScout Response ScoutSeeSpellMeteorSwarm } Response HeavySeeSpellMeteorSwarm { scene "scenes/player/heavy/low/6684.vcd" scene "scenes/player/heavy/low/6685.vcd" scene "scenes/player/heavy/low/6687.vcd" scene "scenes/player/heavy/low/4749.vcd" scene "scenes/player/heavy/low/5456.vcd" } Rule HeavySeeSpellMeteorSwarm { criteria ConceptPlayerSpellMeteorSwarm IsHeavy Response HeavySeeSpellMeteorSwarm } Response EngineerSeeSpellMeteorSwarm { scene "scenes/player/engineer/low/7947.vcd" scene "scenes/player/engineer/low/7948.vcd" } Rule EngineerSeeSpellMeteorSwarm { criteria ConceptPlayerSpellMeteorSwarm IsEngineer Response EngineerSeeSpellMeteorSwarm } Response DemomanSeeSpellMeteorSwarm { scene "scenes/player/demoman/low/8538.vcd" scene "scenes/player/demoman/low/8540.vcd" scene "scenes/player/demoman/low/4595.vcd" scene "scenes/player/demoman/low/4596.vcd" } Rule DemomanSeeSpellMeteorSwarm { criteria ConceptPlayerSpellMeteorSwarm IsDemoman Response DemomanSeeSpellMeteorSwarm } Response MedicSeeSpellMeteorSwarm { scene "scenes/player/medic/low/6816.vcd" scene "scenes/player/medic/low/6817.vcd" scene "scenes/player/medic/low/6818.vcd" scene "scenes/player/medic/low/6819.vcd" scene "scenes/player/medic/low/8508.vcd" scene "scenes/player/medic/low/8509.vcd" scene "scenes/player/medic/low/8510.vcd" } Rule MedicSeeSpellMeteorSwarm { criteria ConceptPlayerSpellMeteorSwarm IsMedic Response MedicSeeSpellMeteorSwarm } Response SniperSeeSpellMeteorSwarm { scene "scenes/player/sniper/low/7276.vcd" scene "scenes/player/sniper/low/7277.vcd" scene "scenes/player/sniper/low/7278.vcd" scene "scenes/player/sniper/low/7279.vcd" scene "scenes/player/sniper/low/7280.vcd" scene "scenes/player/sniper/low/7281.vcd" scene "scenes/player/sniper/low/8483.vcd" } Rule SniperSeeSpellMeteorSwarm { criteria ConceptPlayerSpellMeteorSwarm IsSniper Response SniperSeeSpellMeteorSwarm } Response SpySeeSpellMeteorSwarm { scene "scenes/player/spy/low/7523.vcd" scene "scenes/player/spy/low/7524.vcd" scene "scenes/player/spy/low/7634.vcd" scene "scenes/player/spy/low/7635.vcd" scene "scenes/player/spy/low/7637.vcd" scene "scenes/player/spy/low/7638.vcd" scene "scenes/player/spy/low/4714.vcd" scene "scenes/player/spy/low/4715.vcd" } Rule SpySeeSpellMeteorSwarm { criteria ConceptPlayerSpellMeteorSwarm IsSpy Response SpySeeSpellMeteorSwarm } Response SoldierSeeSpellMeteorSwarm { scene "scenes/player/soldier/low/7445.vcd" scene "scenes/player/soldier/low/7450.vcd" scene "scenes/player/soldier/low/4550.vcd" scene "scenes/player/soldier/low/4551.vcd" } Rule SoldierSeeSpellMeteorSwarm { criteria ConceptPlayerSpellMeteorSwarm IsSoldier Response SoldierSeeSpellMeteorSwarm } Response ScoutSeeSpellSkeletonHorde { scene "scenes/player/scout/low/8520.vcd" scene "scenes/player/scout/low/8521.vcd" scene "scenes/player/scout/low/8522.vcd" scene "scenes/player/scout/low/8523.vcd" scene "scenes/player/scout/low/8524.vcd" } Rule ScoutSeeSpellSkeletonHorde { criteria ConceptPlayerSpellSkeletonHorde IsScout Response ScoutSeeSpellSkeletonHorde } Response HeavySeeSpellSkeletonHorde { scene "scenes/player/heavy/low/6684.vcd" scene "scenes/player/heavy/low/6685.vcd" scene "scenes/player/heavy/low/6687.vcd" } Rule HeavySeeSpellSkeletonHorde { criteria ConceptPlayerSpellSkeletonHorde IsHeavy Response HeavySeeSpellSkeletonHorde } Response EngineerSeeSpellSkeletonHorde { scene "scenes/player/engineer/low/7947.vcd" scene "scenes/player/engineer/low/7948.vcd" } Rule EngineerSeeSpellSkeletonHorde { criteria ConceptPlayerSpellSkeletonHorde IsEngineer Response EngineerSeeSpellSkeletonHorde } Response DemomanSeeSpellSkeletonHorde { scene "scenes/player/demoman/low/7755.vcd" scene "scenes/player/demoman/low/8538.vcd" } Rule DemomanSeeSpellSkeletonHorde { criteria ConceptPlayerSpellSkeletonHorde IsDemoman Response DemomanSeeSpellSkeletonHorde } Response MedicSeeSpellSkeletonHorde { scene "scenes/player/medic/low/6816.vcd" scene "scenes/player/medic/low/6818.vcd" scene "scenes/player/medic/low/6819.vcd" scene "scenes/player/medic/low/8508.vcd" scene "scenes/player/medic/low/8509.vcd" scene "scenes/player/medic/low/8510.vcd" } Rule MedicSeeSpellSkeletonHorde { criteria ConceptPlayerSpellSkeletonHorde IsMedic Response MedicSeeSpellSkeletonHorde } Response SniperSeeSpellSkeletonHorde { scene "scenes/player/sniper/low/7276.vcd" scene "scenes/player/sniper/low/7277.vcd" scene "scenes/player/sniper/low/7278.vcd" scene "scenes/player/sniper/low/7279.vcd" scene "scenes/player/sniper/low/7280.vcd" scene "scenes/player/sniper/low/7281.vcd" scene "scenes/player/sniper/low/8483.vcd" } Rule SniperSeeSpellSkeletonHorde { criteria ConceptPlayerSpellSkeletonHorde IsSniper Response SniperSeeSpellSkeletonHorde } Response SpySeeSpellSkeletonHorde { scene "scenes/player/spy/low/7523.vcd" scene "scenes/player/spy/low/7524.vcd" scene "scenes/player/spy/low/7634.vcd" scene "scenes/player/spy/low/7635.vcd" scene "scenes/player/spy/low/7637.vcd" scene "scenes/player/spy/low/7638.vcd" } Rule SpySeeSpellSkeletonHorde { criteria ConceptPlayerSpellSkeletonHorde IsSpy Response SpySeeSpellSkeletonHorde } Response SoldierSeeSpellSkeletonHorde { scene "scenes/player/soldier/low/7445.vcd" scene "scenes/player/soldier/low/7450.vcd" } Rule SoldierSeeSpellSkeletonHorde { criteria ConceptPlayerSpellSkeletonHorde IsSoldier Response SoldierSeeSpellSkeletonHorde } Response ScoutSF13RoundStart { scene "scenes/player/scout/low/6957.vcd" predelay "8, 10" scene "scenes/player/scout/low/6961.vcd" predelay "8, 10" scene "scenes/player/scout/low/6979.vcd" predelay "8, 10" } Rule ScoutSF13RoundStart { criteria ConceptPlayerRoundStart IsScout 75PercentChance IsMapHelltower IsNotInHell Response ScoutSF13RoundStart } Response EngineerSF13RoundStart { scene "scenes/player/engineer/low/7896.vcd" predelay "8, 10" scene "scenes/player/engineer/low/7899.vcd" predelay "8, 10" scene "scenes/player/engineer/low/7900.vcd" predelay "8, 10" scene "scenes/player/engineer/low/7901.vcd" predelay "8, 10" } Rule EngineerSF13RoundStart { criteria ConceptPlayerRoundStart IsEngineer 75PercentChance IsMapHelltower IsNotInHell Response EngineerSF13RoundStart } Response DemomanSF13RoundStart { scene "scenes/player/demoman/low/7732.vcd" predelay "8, 10" scene "scenes/player/demoman/low/7733.vcd" predelay "8, 10" } Rule DemomanSF13RoundStart { criteria ConceptPlayerRoundStart IsDemoman 75PercentChance IsMapHelltower IsNotInHell Response DemomanSF13RoundStart } Response MedicSF13RoundStart { scene "scenes/player/medic/low/6788.vcd" predelay "8, 10" } Rule MedicSF13RoundStart { criteria ConceptPlayerRoundStart IsMedic 75PercentChance IsMapHelltower IsNotInHell Response MedicSF13RoundStart } Response SniperSF13RoundStart { scene "scenes/player/sniper/low/7244.vcd" predelay "8, 10" scene "scenes/player/sniper/low/7245.vcd" predelay "8, 10" } Rule SniperSF13RoundStart { criteria ConceptPlayerRoundStart IsSniper 75PercentChance IsMapHelltower IsNotInHell Response SniperSF13RoundStart } Response SpySF13RoundStart { scene "scenes/player/spy/low/7536.vcd" predelay "8, 10" scene "scenes/player/spy/low/7538.vcd" predelay "8, 10" scene "scenes/player/spy/low/7539.vcd" predelay "8, 10" scene "scenes/player/spy/low/7604.vcd" predelay "8, 10" scene "scenes/player/spy/low/7605.vcd" predelay "8, 10" scene "scenes/player/spy/low/7606.vcd" predelay "8, 10" } Rule SpySF13RoundStart { criteria ConceptPlayerRoundStart IsSpy 75PercentChance IsMapHelltower IsNotInHell Response SpySF13RoundStart } Response SoldierSF13RoundStart { scene "scenes/player/soldier/low/7402.vcd" predelay "8, 10" scene "scenes/player/soldier/low/7405.vcd" predelay "8, 10" scene "scenes/player/soldier/low/7406.vcd" predelay "8, 10" scene "scenes/player/soldier/low/7415.vcd" predelay "8, 10" scene "scenes/player/soldier/low/7417.vcd" predelay "8, 10" } Rule SoldierSF13RoundStart { criteria ConceptPlayerRoundStart IsSoldier 75PercentChance IsMapHelltower IsNotInHell Response SoldierSF13RoundStart } Response ScoutSF13SpellPickupCommon { scene "scenes/player/scout/low/6935.vcd" scene "scenes/player/scout/low/6936.vcd" scene "scenes/player/scout/low/6938.vcd" scene "scenes/player/scout/low/6995.vcd" scene "scenes/player/scout/low/8568.vcd" scene "scenes/player/scout/low/8511.vcd" } Rule ScoutSF13SpellPickupCommon { criteria ConceptPlayerSpellPickupCommon IsScout Response ScoutSF13SpellPickupCommon } Response HeavySF13SpellPickupCommon { scene "scenes/player/heavy/low/6643.vcd" scene "scenes/player/heavy/low/8490.vcd" } Rule HeavySF13SpellPickupCommon { criteria ConceptPlayerSpellPickupCommon IsHeavy Response HeavySF13SpellPickupCommon } Response PyroSF13SpellPickupCommon { scene "scenes/player/pyro/low/6499.vcd" } Rule PyroSF13SpellPickupCommon { criteria ConceptPlayerSpellPickupCommon IsPyro Response PyroSF13SpellPickupCommon } Response EngineerSF13SpellPickupCommon { scene "scenes/player/engineer/low/7857.vcd" } Rule EngineerSF13SpellPickupCommon { criteria ConceptPlayerSpellPickupCommon IsEngineer Response EngineerSF13SpellPickupCommon } Response DemomanSF13SpellPickupCommon { scene "scenes/player/demoman/low/7763.vcd" scene "scenes/player/demoman/low/7764.vcd" scene "scenes/player/demoman/low/7765.vcd" scene "scenes/player/demoman/low/7791.vcd" } Rule DemomanSF13SpellPickupCommon { criteria ConceptPlayerSpellPickupCommon IsDemoman Response DemomanSF13SpellPickupCommon } Response MedicSF13SpellPickupCommon { scene "scenes/player/medic/low/6735.vcd" scene "scenes/player/medic/low/6738.vcd" scene "scenes/player/medic/low/6811.vcd" } Rule MedicSF13SpellPickupCommon { criteria ConceptPlayerSpellPickupCommon IsMedic Response MedicSF13SpellPickupCommon } Response SniperSF13SpellPickupCommon { scene "scenes/player/sniper/low/7211.vcd" scene "scenes/player/sniper/low/7213.vcd" scene "scenes/player/sniper/low/7263.vcd" } Rule SniperSF13SpellPickupCommon { criteria ConceptPlayerSpellPickupCommon IsSniper Response SniperSF13SpellPickupCommon } Response SpySF13SpellPickupCommon { scene "scenes/player/spy/low/7520.vcd" scene "scenes/player/spy/low/7522.vcd" scene "scenes/player/spy/low/8548.vcd" scene "scenes/player/spy/low/8549.vcd" scene "scenes/player/spy/low/8550.vcd" } Rule SpySF13SpellPickupCommon { criteria ConceptPlayerSpellPickupCommon IsSpy Response SpySF13SpellPickupCommon } Response SoldierSF13SpellPickupCommon { scene "scenes/player/soldier/low/7331.vcd" } Rule SoldierSF13SpellPickupCommon { criteria ConceptPlayerSpellPickupCommon IsSoldier Response SoldierSF13SpellPickupCommon } Response ScoutSF13SpellPickupRare { scene "scenes/player/scout/low/6944.vcd" scene "scenes/player/scout/low/6996.vcd" scene "scenes/player/scout/low/6997.vcd" scene "scenes/player/scout/low/6999.vcd" scene "scenes/player/scout/low/8512.vcd" scene "scenes/player/scout/low/8518.vcd" scene "scenes/player/scout/low/8519.vcd" } Rule ScoutSF13SpellPickupRare { criteria ConceptPlayerSpellPickupRare IsScout Response ScoutSF13SpellPickupRare } Response HeavySF13SpellPickupRare { scene "scenes/player/heavy/low/6645.vcd" scene "scenes/player/heavy/low/6680.vcd" scene "scenes/player/heavy/low/6682.vcd" scene "scenes/player/heavy/low/8496.vcd" scene "scenes/player/heavy/low/8498.vcd" } Rule HeavySF13SpellPickupRare { criteria ConceptPlayerSpellPickupRare IsHeavy Response HeavySF13SpellPickupRare } Response PyroSF13SpellPickupRare { scene "scenes/player/pyro/low/6498.vcd" } Rule PyroSF13SpellPickupRare { criteria ConceptPlayerSpellPickupRare IsPyro Response PyroSF13SpellPickupRare } Response EngineerSF13SpellPickupRare { scene "scenes/player/engineer/low/7860.vcd" scene "scenes/player/engineer/low/7939.vcd" } Rule EngineerSF13SpellPickupRare { criteria ConceptPlayerSpellPickupRare IsEngineer Response EngineerSF13SpellPickupRare } Response DemomanSF13SpellPickupRare { scene "scenes/player/demoman/low/7766.vcd" scene "scenes/player/demoman/low/7767.vcd" scene "scenes/player/demoman/low/7768.vcd" scene "scenes/player/demoman/low/7769.vcd" scene "scenes/player/demoman/low/8531.vcd" } Rule DemomanSF13SpellPickupRare { criteria ConceptPlayerSpellPickupRare IsDemoman Response DemomanSF13SpellPickupRare } Response MedicSF13SpellPickupRare { scene "scenes/player/medic/low/6814.vcd" scene "scenes/player/medic/low/6815.vcd" } Rule MedicSF13SpellPickupRare { criteria ConceptPlayerSpellPickupRare IsMedic Response MedicSF13SpellPickupRare } Response SniperSF13SpellPickupRare { scene "scenes/player/sniper/low/7269.vcd" scene "scenes/player/sniper/low/7270.vcd" scene "scenes/player/sniper/low/7271.vcd" scene "scenes/player/sniper/low/7273.vcd" } Rule SniperSF13SpellPickupRare { criteria ConceptPlayerSpellPickupRare IsSniper Response SniperSF13SpellPickupRare } Response SpySF13SpellPickupRare { scene "scenes/player/spy/low/7515.vcd" scene "scenes/player/spy/low/7632.vcd" scene "scenes/player/spy/low/7633.vcd" scene "scenes/player/spy/low/8546.vcd" } Rule SpySF13SpellPickupRare { criteria ConceptPlayerSpellPickupRare IsSpy Response SpySF13SpellPickupRare } Response SoldierSF13SpellPickupRare { scene "scenes/player/soldier/low/7332.vcd" scene "scenes/player/soldier/low/7333.vcd" scene "scenes/player/soldier/low/7438.vcd" scene "scenes/player/soldier/low/7439.vcd" scene "scenes/player/soldier/low/7440.vcd" } Rule SoldierSF13SpellPickupRare { criteria ConceptPlayerSpellPickupRare IsSoldier Response SoldierSF13SpellPickupRare } Response ScoutSF13WitchingHour { scene "scenes/player/scout/low/6989.vcd" } Rule ScoutSF13WitchingHour { criteria ConceptPlayerHelltowerMidnight IsScout IsScout 30PercentChance IsMapHelltower IsNotInHell Response ScoutSF13WitchingHour } Response EngineerSF13WitchingHour { scene "scenes/player/engineer/low/7932.vcd" } Rule EngineerSF13WitchingHour { criteria ConceptPlayerHelltowerMidnight IsEngineer IsEngineer 30PercentChance IsMapHelltower IsNotInHell Response EngineerSF13WitchingHour } Response DemomanSF13WitchingHour { scene "scenes/player/demoman/low/7758.vcd" scene "scenes/player/demoman/low/8528.vcd" } Rule DemomanSF13WitchingHour { criteria ConceptPlayerHelltowerMidnight IsDemoman IsDemoman 30PercentChance IsMapHelltower IsNotInHell Response DemomanSF13WitchingHour } Response MedicSF13WitchingHour { scene "scenes/player/medic/low/6809.vcd" scene "scenes/player/medic/low/8505.vcd" } Rule MedicSF13WitchingHour { criteria ConceptPlayerHelltowerMidnight IsMedic IsMedic 30PercentChance IsMapHelltower IsNotInHell Response MedicSF13WitchingHour } Response SniperSF13WitchingHour { scene "scenes/player/sniper/low/7256.vcd" } Rule SniperSF13WitchingHour { criteria ConceptPlayerHelltowerMidnight IsSniper IsSniper 30PercentChance IsMapHelltower IsNotInHell Response SniperSF13WitchingHour } Response SpySF13WitchingHour { scene "scenes/player/spy/low/7628.vcd" } Rule SpySF13WitchingHour { criteria ConceptPlayerHelltowerMidnight IsSpy IsSpy 30PercentChance IsMapHelltower IsNotInHell Response SpySF13WitchingHour } Response SoldierSF13WitchingHour { scene "scenes/player/soldier/low/7429.vcd" } Rule SoldierSF13WitchingHour { criteria ConceptPlayerHelltowerMidnight IsSoldier IsSoldier 30PercentChance IsMapHelltower IsNotInHell Response SoldierSF13WitchingHour } Response ScoutSF13Bridge { scene "scenes/player/scout/low/6982.vcd" predelay "3.5, 5.5" scene "scenes/player/scout/low/6983.vcd" predelay "3.5, 5.5" scene "scenes/player/scout/low/6984.vcd" predelay "3.5, 5.5" scene "scenes/player/scout/low/6985.vcd" predelay "3.5, 5.5" scene "scenes/player/scout/low/6986.vcd" predelay "3.5, 5.5" scene "scenes/player/scout/low/6990.vcd" predelay "3.5, 5.5" scene "scenes/player/scout/low/8514.vcd" predelay "3.5, 5.5" } Rule ScoutSF13Bridge { criteria ConceptPlayerHelltowerMidnight IsScout 75PercentChance IsMapHelltower IsNotInHell Response ScoutSF13Bridge } Response HeavySF13Bridge { scene "scenes/player/heavy/low/6670.vcd" predelay "3.5, 5.5" scene "scenes/player/heavy/low/6673.vcd" predelay "3.5, 5.5" } Rule HeavySF13Bridge { criteria ConceptPlayerHelltowerMidnight IsHeavy 75PercentChance IsMapHelltower IsNotInHell Response HeavySF13Bridge } Response EngineerSF13Bridge { scene "scenes/player/engineer/low/7928.vcd" predelay "3.5, 5.5" scene "scenes/player/engineer/low/7931.vcd" predelay "3.5, 5.5" } Rule EngineerSF13Bridge { criteria ConceptPlayerHelltowerMidnight IsEngineer 75PercentChance IsMapHelltower IsNotInHell Response EngineerSF13Bridge } Response DemomanSF13Bridge { scene "scenes/player/demoman/low/7759.vcd" predelay "3.5, 5.5" scene "scenes/player/demoman/low/7761.vcd" predelay "3.5, 5.5" } Rule DemomanSF13Bridge { criteria ConceptPlayerHelltowerMidnight IsDemoman 75PercentChance IsMapHelltower IsNotInHell Response DemomanSF13Bridge } Response MedicSF13Bridge { scene "scenes/player/medic/low/6803.vcd" predelay "3.5, 5.5" scene "scenes/player/medic/low/6804.vcd" predelay "3.5, 5.5" scene "scenes/player/medic/low/6805.vcd" predelay "3.5, 5.5" } Rule MedicSF13Bridge { criteria ConceptPlayerHelltowerMidnight IsMedic 75PercentChance IsMapHelltower IsNotInHell Response MedicSF13Bridge } Response SniperSF13Bridge { scene "scenes/player/sniper/low/7254.vcd" predelay "3.5, 5.5" scene "scenes/player/sniper/low/7257.vcd" predelay "3.5, 5.5" scene "scenes/player/sniper/low/7260.vcd" predelay "3.5, 5.5" } Rule SniperSF13Bridge { criteria ConceptPlayerHelltowerMidnight IsSniper 75PercentChance IsMapHelltower IsNotInHell Response SniperSF13Bridge } Response SpySF13Bridge { scene "scenes/player/spy/low/7625.vcd" predelay "3.5, 5.5" scene "scenes/player/spy/low/7626.vcd" predelay "3.5, 5.5" scene "scenes/player/spy/low/7627.vcd" predelay "3.5, 5.5" scene "scenes/player/spy/low/7629.vcd" predelay "3.5, 5.5" scene "scenes/player/spy/low/7631.vcd" predelay "3.5, 5.5" scene "scenes/player/spy/low/8554.vcd" predelay "3.5, 5.5" } Rule SpySF13Bridge { criteria ConceptPlayerHelltowerMidnight IsSpy 75PercentChance IsMapHelltower IsNotInHell Response SpySF13Bridge } Response SoldierSF13Bridge { scene "scenes/player/soldier/low/7431.vcd" predelay "3.5, 5.5" scene "scenes/player/soldier/low/7432.vcd" predelay "3.5, 5.5" } Rule SoldierSF13Bridge { criteria ConceptPlayerHelltowerMidnight IsSoldier 75PercentChance IsMapHelltower IsNotInHell Response SoldierSF13Bridge } Response ScoutSF13BattleCry { scene "scenes/player/scout/low/6957.vcd" scene "scenes/player/scout/low/6961.vcd" scene "scenes/player/scout/low/6979.vcd" } Rule ScoutSF13BattleCry { criteria ConceptPlayerBattleCry IsScout IsScout IsScout 75PercentChance IsMapHelltower IsNotInHell Response ScoutSF13BattleCry } Response HeavySF13BattleCry { scene "scenes/player/heavy/low/6662.vcd" scene "scenes/player/heavy/low/6663.vcd" scene "scenes/player/heavy/low/6664.vcd" scene "scenes/player/heavy/low/8492.vcd" } Rule HeavySF13BattleCry { criteria ConceptPlayerBattleCry IsHeavy IsHeavy IsHeavy 75PercentChance IsMapHelltower IsNotInHell Response HeavySF13BattleCry } Response EngineerSF13BattleCry { scene "scenes/player/engineer/low/7896.vcd" scene "scenes/player/engineer/low/8474.vcd" scene "scenes/player/engineer/low/8475.vcd" scene "scenes/player/engineer/low/8476.vcd" } Rule EngineerSF13BattleCry { criteria ConceptPlayerBattleCry IsEngineer IsEngineer IsEngineer 75PercentChance IsMapHelltower IsNotInHell Response EngineerSF13BattleCry } Response MedicSF13BattleCry { scene "scenes/player/medic/low/6789.vcd" scene "scenes/player/medic/low/6790.vcd" } Rule MedicSF13BattleCry { criteria ConceptPlayerBattleCry IsMedic IsMedic IsMedic 75PercentChance IsMapHelltower IsNotInHell Response MedicSF13BattleCry } Response SniperSF13BattleCry { scene "scenes/player/sniper/low/7244.vcd" scene "scenes/player/sniper/low/7245.vcd" } Rule SniperSF13BattleCry { criteria ConceptPlayerBattleCry IsSniper IsSniper IsSniper 75PercentChance IsMapHelltower IsNotInHell Response SniperSF13BattleCry } Response SpySF13BattleCry { scene "scenes/player/spy/low/7606.vcd" } Rule SpySF13BattleCry { criteria ConceptPlayerBattleCry IsSpy IsSpy IsSpy 75PercentChance IsMapHelltower IsNotInHell Response SpySF13BattleCry } Response SoldierSF13BattleCry { scene "scenes/player/soldier/low/7402.vcd" scene "scenes/player/soldier/low/7405.vcd" scene "scenes/player/soldier/low/7415.vcd" scene "scenes/player/soldier/low/7417.vcd" } Rule SoldierSF13BattleCry { criteria ConceptPlayerBattleCry IsSoldier IsSoldier IsSoldier 75PercentChance IsMapHelltower IsNotInHell Response SoldierSF13BattleCry } Response ScoutSF13SkeletonKingAppear { scene "scenes/player/scout/low/4485.vcd" predelay "0.5,1.2" scene "scenes/player/scout/low/4486.vcd" predelay "0.5,1.2" scene "scenes/player/scout/low/4696.vcd" predelay "0.5,1.2" scene "scenes/player/scout/low/7001.vcd" predelay "0.5,1.2" scene "scenes/player/scout/low/8525.vcd" predelay "0.5,1.2" scene "scenes/player/scout/low/8526.vcd" predelay "0.5,1.2" } Rule ScoutSF13SkeletonKingAppear { criteria ConceptPlayerSkeletonKingAppear 50PercentChance IsMapHelltower IsNotInHell Response ScoutSF13SkeletonKingAppear } Response DemomanSF13SkeletonKingAppear { scene "scenes/player/demoman/low/8541.vcd" predelay "0.5,1.2" scene "scenes/player/demoman/low/8542.vcd" predelay "0.5,1.2" scene "scenes/player/demoman/low/8543.vcd" predelay "0.5,1.2" scene "scenes/player/demoman/low/8544.vcd" predelay "0.5,1.2" scene "scenes/player/demoman/low/8545.vcd" predelay "0.5,1.2" scene "scenes/player/demoman/low/8540.vcd" predelay "0.5,1.2" } Rule DemomanSF13SkeletonKingAppear { criteria ConceptPlayerSkeletonKingAppear 50PercentChance IsMapHelltower IsNotInHell Response DemomanSF13SkeletonKingAppear } Response MedicSF13SkeletonKingAppear { scene "scenes/player/medic/low/4668.vcd" predelay "0.5,1.2" scene "scenes/player/medic/low/4669.vcd" predelay "0.5,1.2" scene "scenes/player/medic/low/6817.vcd" predelay "0.5,1.2" } Rule MedicSF13SkeletonKingAppear { criteria ConceptPlayerSkeletonKingAppear 50PercentChance IsMapHelltower IsNotInHell Response MedicSF13SkeletonKingAppear } Response SniperSF13SkeletonKingAppear { scene "scenes/player/sniper/low/6564.vcd" predelay "0.5,1.2" scene "scenes/player/sniper/low/8487.vcd" predelay "0.5,1.2" scene "scenes/player/sniper/low/8488.vcd" predelay "0.5,1.2" scene "scenes/player/sniper/low/8483.vcd" predelay "0.5,1.2" } Rule SniperSF13SkeletonKingAppear { criteria ConceptPlayerSkeletonKingAppear 50PercentChance IsMapHelltower IsNotInHell Response SniperSF13SkeletonKingAppear } Response SpySF13SkeletonKingAppear { scene "scenes/player/spy/low/4718.vcd" predelay "0.5,1.2" scene "scenes/player/spy/low/7524.vcd" predelay "0.5,1.2" scene "scenes/player/spy/low/7634.vcd" predelay "0.5,1.2" } Rule SpySF13SkeletonKingAppear { criteria ConceptPlayerSkeletonKingAppear 50PercentChance IsMapHelltower IsNotInHell Response SpySF13SkeletonKingAppear } Response SoldierSF13SkeletonKingAppear { scene "scenes/player/soldier/low/4568.vcd" predelay "0.5,1.2" } Rule SoldierSF13SkeletonKingAppear { criteria ConceptPlayerSkeletonKingAppear 50PercentChance IsMapHelltower IsNotInHell Response SoldierSF13SkeletonKingAppear } Response ScoutSF13SpellMovementBuff { scene "scenes/player/scout/low/4468.vcd" scene "scenes/player/scout/low/4473.vcd" scene "scenes/player/scout/low/4475.vcd" scene "scenes/player/scout/low/4687.vcd" scene "scenes/player/scout/low/4688.vcd" scene "scenes/player/scout/low/4692.vcd" scene "scenes/player/scout/low/4693.vcd" scene "scenes/player/scout/low/4694.vcd" } Rule ScoutSF13SpellMovementBuff { criteria ConceptPlayerSpellMovementBuff IsScout Response ScoutSF13SpellMovementBuff } Response HeavySF13SpellMovementBuff { scene "scenes/player/heavy/low/4745.vcd" scene "scenes/player/heavy/low/4751.vcd" scene "scenes/player/heavy/low/4752.vcd" scene "scenes/player/heavy/low/4750.vcd" } Rule HeavySF13SpellMovementBuff { criteria ConceptPlayerSpellMovementBuff IsHeavy Response HeavySF13SpellMovementBuff } Response DemomanSF13SpellMovementBuff { scene "scenes/player/demoman/low/4587.vcd" scene "scenes/player/demoman/low/4593.vcd" scene "scenes/player/demoman/low/4586.vcd" } Rule DemomanSF13SpellMovementBuff { criteria ConceptPlayerSpellMovementBuff IsDemoman Response DemomanSF13SpellMovementBuff } Response MedicSF13SpellMovementBuff { scene "scenes/player/medic/low/4659.vcd" scene "scenes/player/medic/low/4663.vcd" scene "scenes/player/medic/low/4652.vcd" scene "scenes/player/medic/low/4654.vcd" scene "scenes/player/medic/low/4657.vcd" scene "scenes/player/medic/low/4660.vcd" } Rule MedicSF13SpellMovementBuff { criteria ConceptPlayerSpellMovementBuff IsMedic Response MedicSF13SpellMovementBuff } Response SpySF13SpellMovementBuff { scene "scenes/player/spy/low/4717.vcd" scene "scenes/player/spy/low/4711.vcd" scene "scenes/player/spy/low/4712.vcd" } Rule SpySF13SpellMovementBuff { criteria ConceptPlayerSpellMovementBuff IsSpy Response SpySF13SpellMovementBuff } Response SoldierSF13SpellMovementBuff { scene "scenes/player/soldier/low/4553.vcd" scene "scenes/player/soldier/low/4546.vcd" scene "scenes/player/soldier/low/4548.vcd" scene "scenes/player/soldier/low/4550.vcd" scene "scenes/player/soldier/low/4551.vcd" } Rule SoldierSF13SpellMovementBuff { criteria ConceptPlayerSpellMovementBuff IsSoldier Response SoldierSF13SpellMovementBuff } //END OF SCREAM FORTRESS 2013 AUTOGENERATED //------------------------------------------------------------------------------------------------------------------------ //A Tale of Two Cities 2013 //------------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------------ //CRITERIA //------------------------------------------------------------------------------------------------------------------------ criterion "NotMannhattanGateAttackCooldown" "worldMannhattanGateAttackCooldown" "!=1" "required" weight 100 //------------------------------------------------------------------------------------------------------------------------ //START OF TALE OF TWO CITIES AUTOGENERATED Response ScoutMannhattanGateAttack { scene "scenes/player/scout/low/6952.vcd" predelay "0.3,1.0" scene "scenes/player/scout/low/6953.vcd" predelay "0.3,1.0" scene "scenes/player/scout/low/6954.vcd" predelay "0.3,1.0" } Rule ScoutMannhattanGateAttack { criteria ConceptMannhattanGateAttack NotMannhattanGateAttackCooldown IsScout applycontext "MannhattanGateAttackCooldown:1:30" applycontexttoworld Response ScoutMannhattanGateAttack } Response HeavyMannhattanGateAttack { scene "scenes/player/heavy/low/6655.vcd" predelay "0.3,1.0" scene "scenes/player/heavy/low/6657.vcd" predelay "0.3,1.0" } Rule HeavyMannhattanGateAttack { criteria ConceptMannhattanGateAttack NotMannhattanGateAttackCooldown IsHeavy applycontext "MannhattanGateAttackCooldown:1:30" applycontexttoworld Response HeavyMannhattanGateAttack } Response EngineerMannhattanGateAttack { scene "scenes/player/engineer/low/7866.vcd" predelay "0.3,1.0" scene "scenes/player/engineer/low/7867.vcd" predelay "0.3,1.0" scene "scenes/player/engineer/low/8469.vcd" predelay "0.3,1.0" } Rule EngineerMannhattanGateAttack { criteria ConceptMannhattanGateAttack NotMannhattanGateAttackCooldown IsEngineer applycontext "MannhattanGateAttackCooldown:1:30" applycontexttoworld Response EngineerMannhattanGateAttack } Response DemomanMannhattanGateAttack { scene "scenes/player/demoman/low/7798.vcd" predelay "0.3,1.0" scene "scenes/player/demoman/low/7799.vcd" predelay "0.3,1.0" scene "scenes/player/demoman/low/7800.vcd" predelay "0.3,1.0" } Rule DemomanMannhattanGateAttack { criteria ConceptMannhattanGateAttack NotMannhattanGateAttackCooldown IsDemoman applycontext "MannhattanGateAttackCooldown:1:30" applycontexttoworld Response DemomanMannhattanGateAttack } Response MedicMannhattanGateAttack { scene "scenes/player/medic/low/6748.vcd" predelay "0.3,1.0" scene "scenes/player/medic/low/6749.vcd" predelay "0.3,1.0" } Rule MedicMannhattanGateAttack { criteria ConceptMannhattanGateAttack NotMannhattanGateAttackCooldown IsMedic applycontext "MannhattanGateAttackCooldown:1:30" applycontexttoworld Response MedicMannhattanGateAttack } Response SniperMannhattanGateAttack { scene "scenes/player/sniper/low/7233.vcd" predelay "0.3,1.0" scene "scenes/player/sniper/low/7234.vcd" predelay "0.3,1.0" } Rule SniperMannhattanGateAttack { criteria ConceptMannhattanGateAttack NotMannhattanGateAttackCooldown IsSniper applycontext "MannhattanGateAttackCooldown:1:30" applycontexttoworld Response SniperMannhattanGateAttack } Response SpyMannhattanGateAttack { scene "scenes/player/spy/low/7569.vcd" predelay "0.3,1.0" scene "scenes/player/spy/low/7570.vcd" predelay "0.3,1.0" } Rule SpyMannhattanGateAttack { criteria ConceptMannhattanGateAttack NotMannhattanGateAttackCooldown IsSpy applycontext "MannhattanGateAttackCooldown:1:30" applycontexttoworld Response SpyMannhattanGateAttack } Response SoldierMannhattanGateAttack { scene "scenes/player/soldier/low/7341.vcd" predelay "0.3,1.0" } Rule SoldierMannhattanGateAttack { criteria ConceptMannhattanGateAttack NotMannhattanGateAttackCooldown IsSoldier applycontext "MannhattanGateAttackCooldown:1:30" applycontexttoworld Response SoldierMannhattanGateAttack } Response ScoutMannhattanGateTake { scene "scenes/player/scout/low/6955.vcd" predelay "0.3,0.5" scene "scenes/player/scout/low/6956.vcd" predelay "0.3,0.5" } Rule ScoutMannhattanGateTake { criteria ConceptMannhattanGateTake IsScout Response ScoutMannhattanGateTake } Response HeavyMannhattanGateTake { scene "scenes/player/heavy/low/6658.vcd" predelay "0.3,0.5" } Rule HeavyMannhattanGateTake { criteria ConceptMannhattanGateTake IsHeavy Response HeavyMannhattanGateTake } Response EngineerMannhattanGateTake { scene "scenes/player/engineer/low/7868.vcd" predelay "0.3,0.5" } Rule EngineerMannhattanGateTake { criteria ConceptMannhattanGateTake IsEngineer Response EngineerMannhattanGateTake } Response DemomanMannhattanGateTake { scene "scenes/player/demoman/low/7801.vcd" predelay "0.3,0.5" scene "scenes/player/demoman/low/7802.vcd" predelay "0.3,0.5" } Rule DemomanMannhattanGateTake { criteria ConceptMannhattanGateTake IsDemoman Response DemomanMannhattanGateTake } Response MedicMannhattanGateTake { scene "scenes/player/medic/low/6751.vcd" predelay "0.3,0.5" scene "scenes/player/medic/low/8504.vcd" predelay "0.3,0.5" } Rule MedicMannhattanGateTake { criteria ConceptMannhattanGateTake IsMedic Response MedicMannhattanGateTake } Response SniperMannhattanGateTake { scene "scenes/player/sniper/low/7235.vcd" predelay "0.3,0.5" } Rule SniperMannhattanGateTake { criteria ConceptMannhattanGateTake IsSniper Response SniperMannhattanGateTake } Response SpyMannhattanGateTake { scene "scenes/player/spy/low/7571.vcd" predelay "0.3,0.5" } Rule SpyMannhattanGateTake { criteria ConceptMannhattanGateTake IsSpy Response SpyMannhattanGateTake } Response SoldierMannhattanGateTake { scene "scenes/player/soldier/low/7343.vcd" predelay "0.3,0.5" } Rule SoldierMannhattanGateTake { criteria ConceptMannhattanGateTake IsSoldier Response SoldierMannhattanGateTake } Response ScoutMvmResurrected { scene "scenes/player/scout/low/6922.vcd" scene "scenes/player/scout/low/6923.vcd" scene "scenes/player/scout/low/6924.vcd" scene "scenes/player/scout/low/6925.vcd" scene "scenes/player/scout/low/6926.vcd" scene "scenes/player/scout/low/6928.vcd" scene "scenes/player/scout/low/6929.vcd" scene "scenes/player/scout/low/6932.vcd" } Rule ScoutMvmResurrected { criteria ConceptMvMResurrected IsScout Response ScoutMvmResurrected } Response HeavyMvmResurrected { scene "scenes/player/heavy/low/6631.vcd" scene "scenes/player/heavy/low/6633.vcd" scene "scenes/player/heavy/low/6634.vcd" scene "scenes/player/heavy/low/6635.vcd" scene "scenes/player/heavy/low/6636.vcd" scene "scenes/player/heavy/low/8569.vcd" scene "scenes/player/heavy/low/8489.vcd" } Rule HeavyMvmResurrected { criteria ConceptMvMResurrected IsHeavy Response HeavyMvmResurrected } Response PyroMvmResurrected { scene "scenes/player/pyro/low/1482.vcd" scene "scenes/player/pyro/low/1595.vcd" } Rule PyroMvmResurrected { criteria ConceptMvMResurrected IsPyro Response PyroMvmResurrected } Response EngineerMvmResurrected { scene "scenes/player/engineer/low/7848.vcd" scene "scenes/player/engineer/low/7850.vcd" scene "scenes/player/engineer/low/7854.vcd" } Rule EngineerMvmResurrected { criteria ConceptMvMResurrected IsEngineer Response EngineerMvmResurrected } Response DemomanMvmResurrected { scene "scenes/player/demoman/low/7691.vcd" scene "scenes/player/demoman/low/7692.vcd" scene "scenes/player/demoman/low/7693.vcd" scene "scenes/player/demoman/low/7694.vcd" scene "scenes/player/demoman/low/7695.vcd" scene "scenes/player/demoman/low/7696.vcd" scene "scenes/player/demoman/low/7697.vcd" scene "scenes/player/demoman/low/7698.vcd" scene "scenes/player/demoman/low/7699.vcd" scene "scenes/player/demoman/low/7701.vcd" scene "scenes/player/demoman/low/7702.vcd" } Rule DemomanMvmResurrected { criteria ConceptMvMResurrected IsDemoman Response DemomanMvmResurrected } Response MedicMvmResurrected { scene "scenes/player/medic/low/6719.vcd" scene "scenes/player/medic/low/6720.vcd" scene "scenes/player/medic/low/6723.vcd" } Rule MedicMvmResurrected { criteria ConceptMvMResurrected IsMedic Response MedicMvmResurrected } Response SniperMvmResurrected { scene "scenes/player/sniper/low/7238.vcd" scene "scenes/player/sniper/low/7239.vcd" scene "scenes/player/sniper/low/7240.vcd" scene "scenes/player/sniper/low/7242.vcd" } Rule SniperMvmResurrected { criteria ConceptMvMResurrected IsSniper Response SniperMvmResurrected } Response SpyMvmResurrected { scene "scenes/player/spy/low/7526.vcd" scene "scenes/player/spy/low/7527.vcd" scene "scenes/player/spy/low/7528.vcd" scene "scenes/player/spy/low/7529.vcd" scene "scenes/player/spy/low/7530.vcd" scene "scenes/player/spy/low/7531.vcd" scene "scenes/player/spy/low/7532.vcd" scene "scenes/player/spy/low/7533.vcd" scene "scenes/player/spy/low/7535.vcd" } Rule SpyMvmResurrected { criteria ConceptMvMResurrected IsSpy Response SpyMvmResurrected } Response SoldierMvmResurrected { scene "scenes/player/soldier/low/7319.vcd" scene "scenes/player/soldier/low/7320.vcd" scene "scenes/player/soldier/low/7323.vcd" scene "scenes/player/soldier/low/7324.vcd" scene "scenes/player/soldier/low/7325.vcd" scene "scenes/player/soldier/low/7326.vcd" } Rule SoldierMvmResurrected { criteria ConceptMvMResurrected IsSoldier Response SoldierMvmResurrected } Response MedicMvMMedicShield { scene "scenes/player/medic/low/6730.vcd" scene "scenes/player/medic/low/6731.vcd" scene "scenes/player/medic/low/6732.vcd" scene "scenes/player/medic/low/6733.vcd" scene "scenes/player/medic/low/6734.vcd" } Rule MedicMvMMedicShield { criteria ConceptMvMMedicShield IsMedic 75PercentChance Response MedicMvMMedicShield } Response ScoutMvMLootCommon { scene "scenes/player/scout/low/6934.vcd" predelay "0.2,0.4" scene "scenes/player/scout/low/6935.vcd" predelay "0.2,0.4" scene "scenes/player/scout/low/6936.vcd" predelay "0.2,0.4" scene "scenes/player/scout/low/6938.vcd" predelay "0.2,0.4" scene "scenes/player/scout/low/8568.vcd" predelay "0.2,0.4" scene "scenes/player/scout/low/8511.vcd" predelay "0.2,0.4" } Rule ScoutMvMLootCommon { criteria ConceptMvMLootCommon IsScout 20PercentChance Response ScoutMvMLootCommon } Response HeavyMvMLootCommon { scene "scenes/player/heavy/low/6643.vcd" predelay "0.2,0.4" scene "scenes/player/heavy/low/8490.vcd" predelay "0.2,0.4" } Rule HeavyMvMLootCommon { criteria ConceptMvMLootCommon IsHeavy 20PercentChance Response HeavyMvMLootCommon } Response PyroMvMLootCommon { scene "scenes/player/pyro/low/1454.vcd" predelay "0.2,0.4" } Rule PyroMvMLootCommon { criteria ConceptMvMLootCommon IsPyro 20PercentChance Response PyroMvMLootCommon } Response EngineerMvMLootCommon { scene "scenes/player/engineer/low/7855.vcd" predelay "0.2,0.4" scene "scenes/player/engineer/low/7857.vcd" predelay "0.2,0.4" } Rule EngineerMvMLootCommon { criteria ConceptMvMLootCommon IsEngineer 20PercentChance Response EngineerMvMLootCommon } Response DemomanMvMLootCommon { scene "scenes/player/demoman/low/7791.vcd" predelay "0.2,0.4" scene "scenes/player/demoman/low/7792.vcd" predelay "0.2,0.4" scene "scenes/player/demoman/low/7793.vcd" predelay "0.2,0.4" scene "scenes/player/demoman/low/7794.vcd" predelay "0.2,0.4" } Rule DemomanMvMLootCommon { criteria ConceptMvMLootCommon IsDemoman 20PercentChance Response DemomanMvMLootCommon } Response MedicMvMLootCommon { scene "scenes/player/medic/low/6735.vcd" predelay "0.2,0.4" scene "scenes/player/medic/low/6736.vcd" predelay "0.2,0.4" scene "scenes/player/medic/low/6738.vcd" predelay "0.2,0.4" } Rule MedicMvMLootCommon { criteria ConceptMvMLootCommon IsMedic 20PercentChance Response MedicMvMLootCommon } Response SniperMvMLootCommon { scene "scenes/player/sniper/low/7211.vcd" predelay "0.2,0.4" scene "scenes/player/sniper/low/7212.vcd" predelay "0.2,0.4" scene "scenes/player/sniper/low/7213.vcd" predelay "0.2,0.4" scene "scenes/player/sniper/low/7214.vcd" predelay "0.2,0.4" scene "scenes/player/sniper/low/7215.vcd" predelay "0.2,0.4" scene "scenes/player/sniper/low/7216.vcd" predelay "0.2,0.4" } Rule SniperMvMLootCommon { criteria ConceptMvMLootCommon IsSniper 20PercentChance Response SniperMvMLootCommon } Response SpyMvMLootCommon { scene "scenes/player/spy/low/7513.vcd" predelay "0.2,0.4" scene "scenes/player/spy/low/7514.vcd" predelay "0.2,0.4" scene "scenes/player/spy/low/8547.vcd" predelay "0.2,0.4" } Rule SpyMvMLootCommon { criteria ConceptMvMLootCommon IsSpy 20PercentChance Response SpyMvMLootCommon } Response SoldierMvMLootCommon { scene "scenes/player/soldier/low/7329.vcd" predelay "0.2,0.4" scene "scenes/player/soldier/low/7330.vcd" predelay "0.2,0.4" scene "scenes/player/soldier/low/7331.vcd" predelay "0.2,0.4" } Rule SoldierMvMLootCommon { criteria ConceptMvMLootCommon IsSoldier 20PercentChance Response SoldierMvMLootCommon } Response ScoutMvMLootRare { scene "scenes/player/scout/low/6942.vcd" predelay "0.5,0.8" scene "scenes/player/scout/low/6943.vcd" predelay "0.5,0.8" scene "scenes/player/scout/low/6944.vcd" predelay "0.5,0.8" scene "scenes/player/scout/low/6945.vcd" predelay "0.5,0.8" scene "scenes/player/scout/low/6947.vcd" predelay "0.5,0.8" scene "scenes/player/scout/low/6949.vcd" predelay "0.5,0.8" scene "scenes/player/scout/low/6950.vcd" predelay "0.5,0.8" scene "scenes/player/scout/low/8512.vcd" predelay "0.5,0.8" } Rule ScoutMvMLootRare { criteria ConceptMvMLootRare IsScout Response ScoutMvMLootRare } Response HeavyMvMLootRare { scene "scenes/player/heavy/low/6644.vcd" predelay "0.5,0.8" scene "scenes/player/heavy/low/6645.vcd" predelay "0.5,0.8" scene "scenes/player/heavy/low/6646.vcd" predelay "0.5,0.8" } Rule HeavyMvMLootRare { criteria ConceptMvMLootRare IsHeavy Response HeavyMvMLootRare } Response PyroMvMLootRare { scene "scenes/player/pyro/low/1510.vcd" predelay "0.5,0.8" } Rule PyroMvMLootRare { criteria ConceptMvMLootRare IsPyro Response PyroMvMLootRare } Response EngineerMvMLootRare { scene "scenes/player/engineer/low/7859.vcd" predelay "0.5,0.8" scene "scenes/player/engineer/low/7860.vcd" predelay "0.5,0.8" scene "scenes/player/engineer/low/8467.vcd" predelay "0.5,0.8" scene "scenes/player/engineer/low/8468.vcd" predelay "0.5,0.8" } Rule EngineerMvMLootRare { criteria ConceptMvMLootRare IsEngineer Response EngineerMvMLootRare } Response DemomanMvMLootRare { scene "scenes/player/demoman/low/7795.vcd" predelay "0.5,0.8" scene "scenes/player/demoman/low/7796.vcd" predelay "0.5,0.8" } Rule DemomanMvMLootRare { criteria ConceptMvMLootRare IsDemoman Response DemomanMvMLootRare } Response MedicMvMLootRare { scene "scenes/player/medic/low/6739.vcd" predelay "0.5,0.8" scene "scenes/player/medic/low/6740.vcd" predelay "0.5,0.8" } Rule MedicMvMLootRare { criteria ConceptMvMLootRare IsMedic Response MedicMvMLootRare } Response SniperMvMLootRare { scene "scenes/player/sniper/low/7217.vcd" predelay "0.5,0.8" scene "scenes/player/sniper/low/7218.vcd" predelay "0.5,0.8" scene "scenes/player/sniper/low/7219.vcd" predelay "0.5,0.8" scene "scenes/player/sniper/low/7220.vcd" predelay "0.5,0.8" scene "scenes/player/sniper/low/7221.vcd" predelay "0.5,0.8" scene "scenes/player/sniper/low/7222.vcd" predelay "0.5,0.8" scene "scenes/player/sniper/low/7223.vcd" predelay "0.5,0.8" scene "scenes/player/sniper/low/7224.vcd" predelay "0.5,0.8" } Rule SniperMvMLootRare { criteria ConceptMvMLootRare IsSniper Response SniperMvMLootRare } Response SpyMvMLootRare { scene "scenes/player/spy/low/7515.vcd" predelay "0.5,0.8" scene "scenes/player/spy/low/7516.vcd" predelay "0.5,0.8" scene "scenes/player/spy/low/8546.vcd" predelay "0.5,0.8" } Rule SpyMvMLootRare { criteria ConceptMvMLootRare IsSpy Response SpyMvMLootRare } Response SoldierMvMLootRare { scene "scenes/player/soldier/low/7332.vcd" predelay "0.5,0.8" scene "scenes/player/soldier/low/7333.vcd" predelay "0.5,0.8" scene "scenes/player/soldier/low/7334.vcd" predelay "0.5,0.8" scene "scenes/player/soldier/low/7335.vcd" predelay "0.5,0.8" } Rule SoldierMvMLootRare { criteria ConceptMvMLootRare IsSoldier Response SoldierMvMLootRare } Response ScoutMvMLootUltraRare { scene "scenes/player/scout/low/6951.vcd" predelay "0.5,0.8" scene "scenes/player/scout/low/8513.vcd" predelay "0.5,0.8" } Rule ScoutMvMLootUltraRare { criteria ConceptMvMLootUltraRare IsScout Response ScoutMvMLootUltraRare } Response HeavyMvMLootUltraRare { scene "scenes/player/heavy/low/6651.vcd" predelay "0.5,0.8" scene "scenes/player/heavy/low/6654.vcd" predelay "0.5,0.8" scene "scenes/player/heavy/low/8491.vcd" predelay "0.5,0.8" } Rule HeavyMvMLootUltraRare { criteria ConceptMvMLootUltraRare IsHeavy Response HeavyMvMLootUltraRare } Response PyroMvMLootUltraRare { scene "scenes/player/pyro/low/1483.vcd" predelay "0.5,0.8" } Rule PyroMvMLootUltraRare { criteria ConceptMvMLootUltraRare IsPyro Response PyroMvMLootUltraRare } Response EngineerMvMLootUltraRare { scene "scenes/player/engineer/low/7862.vcd" predelay "0.5,0.8" scene "scenes/player/engineer/low/7863.vcd" predelay "0.5,0.8" scene "scenes/player/engineer/low/8466.vcd" predelay "0.5,0.8" } Rule EngineerMvMLootUltraRare { criteria ConceptMvMLootUltraRare IsEngineer Response EngineerMvMLootUltraRare } Response DemomanMvMLootUltraRare { scene "scenes/player/demoman/low/7797.vcd" predelay "0.5,0.8" } Rule DemomanMvMLootUltraRare { criteria ConceptMvMLootUltraRare IsDemoman Response DemomanMvMLootUltraRare } Response MedicMvMLootUltraRare { scene "scenes/player/medic/low/6743.vcd" predelay "0.5,0.8" scene "scenes/player/medic/low/6744.vcd" predelay "0.5,0.8" scene "scenes/player/medic/low/8503.vcd" predelay "0.5,0.8" } Rule MedicMvMLootUltraRare { criteria ConceptMvMLootUltraRare IsMedic Response MedicMvMLootUltraRare } Response SniperMvMLootUltraRare { scene "scenes/player/sniper/low/7226.vcd" predelay "0.5,0.8" scene "scenes/player/sniper/low/7228.vcd" predelay "0.5,0.8" } Rule SniperMvMLootUltraRare { criteria ConceptMvMLootUltraRare IsSniper Response SniperMvMLootUltraRare } Response SpyMvMLootUltraRare { scene "scenes/player/spy/low/7517.vcd" predelay "0.5,0.8" scene "scenes/player/spy/low/7518.vcd" predelay "0.5,0.8" scene "scenes/player/spy/low/7519.vcd" predelay "0.5,0.8" } Rule SpyMvMLootUltraRare { criteria ConceptMvMLootUltraRare IsSpy Response SpyMvMLootUltraRare } Response SoldierMvMLootUltraRare { scene "scenes/player/soldier/low/7336.vcd" predelay "0.5,0.8" scene "scenes/player/soldier/low/7337.vcd" predelay "0.5,0.8" scene "scenes/player/soldier/low/7340.vcd" predelay "0.5,0.8" } Rule SoldierMvMLootUltraRare { criteria ConceptMvMLootUltraRare IsSoldier Response SoldierMvMLootUltraRare } //END OF TALE OF TWO CITIES AUTOGENERATED