//-------------------------------------------------------------------------------------------------------------- // Scout Response Rule File - AUTO GENERATED DO NOT EDIT BY HAND //-------------------------------------------------------------------------------------------------------------- Response item_unicorn_uberScout { scene "scenes/Player/Scout/low/7030.vcd" scene "scenes/Player/Scout/low/8517.vcd" } Rule item_unicorn_uberScout { criteria ConceptMedicChargeDeployed IsScout IsInvulnerable MedicNotInvulnerableSpeech 20PercentChance IsUnicornHead Response item_unicorn_uberScout } //-------------------------------------------------------------------------------------------------------------- // Auto Speech //-------------------------------------------------------------------------------------------------------------- Response item_haunthat_cappedScout { scene "scenes/Player/Scout/low/7066.vcd" predelay "2.0, 4.0" scene "scenes/Player/Scout/low/7067.vcd" predelay "2.0, 4.0" scene "scenes/Player/Scout/low/7068.vcd" predelay "2.0, 4.0" } Rule item_haunthat_cappedScout { criteria ConceptPlayerCapturedPoint IsScout IsHauntedHat Response item_haunthat_cappedScout } Response item_haunthat_case_capScout { scene "scenes/Player/Scout/low/7061.vcd" predelay "2.0, 4.0" scene "scenes/Player/Scout/low/7063.vcd" predelay "2.0, 4.0" scene "scenes/Player/Scout/low/7064.vcd" predelay "2.0, 4.0" scene "scenes/Player/Scout/low/7065.vcd" predelay "2.0, 4.0" } Rule item_haunthat_case_capScout { criteria ConceptPlayerCapturedIntelligence IsScout IsHauntedHat Response item_haunthat_case_capScout } Response item_haunthat_got_caseScout { scene "scenes/Player/Scout/low/7054.vcd" scene "scenes/Player/Scout/low/7055.vcd" scene "scenes/Player/Scout/low/7057.vcd" } Rule item_haunthat_got_caseScout { criteria ConceptPlayerGrabbedIntelligence IsScout NotScoutGrabbedIntelligence 10PercentChance IsHauntedHat ApplyContext "ScoutGrabbedIntelligence:1:30" Response item_haunthat_got_caseScout } Response item_haunthat_round_startScout { scene "scenes/Player/Scout/low/7039.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/7041.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/7042.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/7043.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/7044.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/7045.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/7046.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/7047.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/7048.vcd" predelay "1.0, 5.0" } Rule item_haunthat_round_startScout { criteria ConceptPlayerRoundStart IsScout 100PercentChance IsHauntedHat Response item_haunthat_round_startScout } Response item_unicorn_round_startScout { scene "scenes/Player/Scout/low/7018.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/7019.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/7020.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/7021.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/7025.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/7022.vcd" predelay "1.0, 5.0" } Rule item_unicorn_round_startScout { criteria ConceptPlayerRoundStart IsScout 100PercentChance IsUnicornHead Response item_unicorn_round_startScout } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Cart //-------------------------------------------------------------------------------------------------------------- Response item_haunthat_cart_pushScout { scene "scenes/Player/Scout/low/7069.vcd" scene "scenes/Player/Scout/low/7070.vcd" } Rule item_haunthat_cart_pushScout { criteria ConceptCartMovingForward IsOnOffense IsScout ScoutNotSaidCartMovingForwardO 30PercentChance IsHauntedHat ApplyContext "SaidCartMovingForwardD:1:20" Response item_haunthat_cart_pushScout } Response item_unicorn_cart_forwardScout { scene "scenes/Player/Scout/low/7026.vcd" } Rule item_unicorn_cart_forwardScout { criteria ConceptCartMovingForward IsOnOffense IsScout ScoutNotSaidCartMovingForwardO 30PercentChance IsUnicornHead ApplyContext "SaidCartMovingForwardD:1:20" Response item_unicorn_cart_forwardScout } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Combat //-------------------------------------------------------------------------------------------------------------- Response item_haunthat_dominationScout { scene "scenes/Player/Scout/low/7059.vcd" predelay "2.5" scene "scenes/Player/Scout/low/7060.vcd" predelay "2.5" } Rule item_haunthat_dominationScout { criteria ConceptKilledPlayer IsScout IsDominated 30PercentChance IsHauntedHat ApplyContext "ScoutKillSpeech:1:10" Response item_haunthat_dominationScout } Response item_unicorn_dominationScout { scene "scenes/Player/Scout/low/7031.vcd" predelay "2.5" scene "scenes/Player/Scout/low/7032.vcd" predelay "2.5" scene "scenes/Player/Scout/low/7033.vcd" predelay "2.5" scene "scenes/Player/Scout/low/7034.vcd" predelay "2.5" scene "scenes/Player/Scout/low/7035.vcd" predelay "2.5" scene "scenes/Player/Scout/low/7037.vcd" predelay "2.5" scene "scenes/Player/Scout/low/7036.vcd" predelay "2.5" scene "scenes/Player/Scout/low/7038.vcd" predelay "2.5" } Rule item_unicorn_dominationScout { criteria ConceptKilledPlayer IsScout IsDominated 30PercentChance IsUnicornHead ApplyContext "ScoutKillSpeech:1:10" Response item_unicorn_dominationScout } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Pain //-------------------------------------------------------------------------------------------------------------- Response item_haunthat_on_fireScout { scene "scenes/Player/Scout/low/7076.vcd" scene "scenes/Player/Scout/low/7077.vcd" scene "scenes/Player/Scout/low/7078.vcd" } Rule item_haunthat_on_fireScout { criteria ConceptFire IsScout ScoutIsNotStillonFire 20PercentChance IsHauntedHat ApplyContext "ScoutOnFire:1:7" Response item_haunthat_on_fireScout } Response item_unicorn_on_fireScout { scene "scenes/Player/Scout/low/7028.vcd" scene "scenes/Player/Scout/low/7029.vcd" } Rule item_unicorn_on_fireScout { criteria ConceptFire IsScout ScoutIsNotStillonFire 20PercentChance IsUnicornHead ApplyContext "ScoutOnFire:1:7" Response item_unicorn_on_fireScout }