//-------------------------------------------------------------------------------------------------------------- // Heavy Response Rule File - AUTO GENERATED DO NOT EDIT BY HAND //-------------------------------------------------------------------------------------------------------------- Response item_birdhead_round_startHeavy { scene "scenes/Player/Heavy/low/6700.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/6699.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/6703.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/6702.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/6705.vcd" predelay "1.0, 5.0" } Rule item_birdhead_round_startHeavy { criteria ConceptPlayerRoundStart IsHeavy 100PercentChance IsHeavyBirdHead Response item_birdhead_round_startHeavy } Response item_birdhead_uberHeavy { scene "scenes/Player/Heavy/low/6707.vcd" scene "scenes/Player/Heavy/low/6708.vcd" scene "scenes/Player/Heavy/low/6709.vcd" } Rule item_birdhead_uberHeavy { criteria ConceptMedicChargeDeployed IsHeavy IsInvulnerable MedicNotInvulnerableSpeech 20PercentChance IsHeavyBirdHead Response item_birdhead_uberHeavy } Response item_unicorn_uberHeavy { scene "scenes/Player/Heavy/low/6695.vcd" scene "scenes/Player/Heavy/low/6696.vcd" scene "scenes/Player/Heavy/low/6698.vcd" } Rule item_unicorn_uberHeavy { criteria ConceptMedicChargeDeployed IsHeavy IsInvulnerable MedicNotInvulnerableSpeech 20PercentChance IsUnicornHead Response item_unicorn_uberHeavy } //-------------------------------------------------------------------------------------------------------------- // Auto Speech //-------------------------------------------------------------------------------------------------------------- Response item_unicorn_round_startHeavy { scene "scenes/Player/Heavy/low/6690.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/6691.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/6688.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/8497.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/6689.vcd" predelay "1.0, 5.0" } Rule item_unicorn_round_startHeavy { criteria ConceptPlayerRoundStart IsHeavy 100PercentChance IsUnicornHead Response item_unicorn_round_startHeavy } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Combat //-------------------------------------------------------------------------------------------------------------- Response item_unicorn_dominationHeavy { scene "scenes/Player/Heavy/low/6693.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/6694.vcd" predelay "2.5" } Rule item_unicorn_dominationHeavy { criteria ConceptKilledPlayer IsHeavy IsDominated 30PercentChance IsUnicornHead ApplyContext "HeavyKillSpeech:1:10" Response item_unicorn_dominationHeavy }