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Thread: All unused hero spellcast lines

  1. #31
    Basic Member
    Join Date
    May 2012
    Posts
    107
    This thread has too many ponies to be taken seriously by me.

  2. #32
    Basic Member 1337_n00b's Avatar
    Join Date
    Nov 2011
    Posts
    2,436
    Ehheheheh. I heed your words, Kris, and therefore recieve.

    Gyrocopter, Lone Druid, Rubick and Treant Protector have been updated to make use of their ability voicefiles. Visage and Nyx Assassin came out all hooked properly, KoTL is currently bugged.

    Prooftalkers:
    Gyrocopter
    Gyrocopter Kill Responses
    Response gyrocopter_KillIsGyroHomingFire
    {
    scene "scenes/gyrocopter/gyrocopter_gyro_homing_missile_impact_01.vcd" nodelay noscene
    scene "scenes/gyrocopter/gyrocopter_gyro_homing_missile_impact_02.vcd" nodelay noscene
    scene "scenes/gyrocopter/gyrocopter_gyro_homing_missile_impact_05.vcd" nodelay noscene
    scene "scenes/gyrocopter/gyrocopter_gyro_homing_missile_impact_06.vcd" nodelay noscene
    scene "scenes/gyrocopter/gyrocopter_gyro_homing_missile_impact_07.vcd" nodelay noscene
    scene "scenes/gyrocopter/gyrocopter_gyro_homing_missile_impact_08.vcd" nodelay noscene
    }

    Rule gyrocopter_KillIsGyroHomingFire_Rule
    {
    criteria Kill Isgyrocopter IsGyroHomingFire
    response gyrocopter_KillIsGyroHomingFire
    }

    Response gyrocopter_KillIsGyroCallDown
    {
    scene "scenes/gyrocopter/gyrocopter_gyro_call_down_11.vcd" nodelay noscene
    scene "scenes/gyrocopter/gyrocopter_gyro_call_down_12.vcd" nodelay noscene
    }
    Gyrocopter Ability Responses
    Response gyrocopter_CastExecuteIsGyroRocketsChance_75%
    {
    scene "scenes/gyrocopter/gyrocopter_gyro_rocket_barrage_01.vcd" nodelay noscene
    scene "scenes/gyrocopter/gyrocopter_gyro_rocket_barrage_02.vcd" nodelay noscene
    scene "scenes/gyrocopter/gyrocopter_gyro_rocket_barrage_04.vcd" nodelay noscene
    }

    Rule gyrocopter_CastExecuteIsGyroRocketsChance_75%_Rule
    {
    criteria CastExecute Isgyrocopter IsGyroRockets Chance_75%
    response gyrocopter_CastExecuteIsGyroRocketsChance_75%
    }

    Response gyrocopter_CastExecuteIsGyroHomingFire
    {
    scene "scenes/gyrocopter/gyrocopter_gyro_homing_missile_fire_02.vcd" nodelay noscene
    scene "scenes/gyrocopter/gyrocopter_gyro_homing_missile_fire_03.vcd" nodelay noscene
    scene "scenes/gyrocopter/gyrocopter_gyro_homing_missile_fire_04.vcd" nodelay noscene
    scene "scenes/gyrocopter/gyrocopter_gyro_homing_missile_fire_06.vcd" nodelay noscene
    scene "scenes/gyrocopter/gyrocopter_gyro_homing_missile_fire_07.vcd" nodelay noscene
    }

    Rule gyrocopter_CastExecuteIsGyroHomingFire_Rule
    {
    criteria CastExecute Isgyrocopter IsGyroHomingFire
    response gyrocopter_CastExecuteIsGyroHomingFire
    }

    Response gyrocopter_CastExecuteIsGyroCallDown
    {
    scene "scenes/gyrocopter/gyrocopter_gyro_call_down_03.vcd" nodelay noscene
    scene "scenes/gyrocopter/gyrocopter_gyro_call_down_04.vcd" nodelay noscene
    scene "scenes/gyrocopter/gyrocopter_gyro_call_down_05.vcd" nodelay noscene
    scene "scenes/gyrocopter/gyrocopter_gyro_call_down_06.vcd" nodelay noscene
    scene "scenes/gyrocopter/gyrocopter_gyro_call_down_09.vcd" nodelay noscene
    }
    Lone Druid
    Lone Druid Ability Responses
    Response lone_druid_CastExecuteIsLoneDruidSummonBear
    {
    scene "scenes/lone_druid/lone_druid_lone_druid_ability_spiritbear_01.vcd" nodelay noscene
    scene "scenes/lone_druid/lone_druid_lone_druid_ability_spiritbear_02.vcd" nodelay noscene
    scene "scenes/lone_druid/lone_druid_lone_druid_ability_spiritbear_03.vcd" nodelay noscene
    }

    Rule lone_druid_CastExecuteIsLoneDruidSummonBear_Rule
    {
    criteria CastExecute Islone_druid IsLoneDruidSummonBear
    response lone_druid_CastExecuteIsLoneDruidSummonBear
    }

    Response lone_druid_CastExecuteIsBearFormIsLoneDruidSummonB ear
    {
    scene "scenes/lone_druid/lone_druid_lone_druid_bearform_ability_spiritbear_ 01.vcd" nodelay noscene
    scene "scenes/lone_druid/lone_druid_lone_druid_bearform_ability_spiritbear_ 02.vcd" nodelay noscene
    scene "scenes/lone_druid/lone_druid_lone_druid_bearform_ability_spiritbear_ 03.vcd" nodelay noscene
    }

    Rule lone_druid_CastExecuteIsBearFormIsLoneDruidSummonB ear_Rule
    {
    criteria CastExecute Islone_druid IsBearForm IsLoneDruidSummonBear
    response lone_druid_CastExecuteIsBearFormIsLoneDruidSummonB ear
    }

    Response lone_druid_CastExecuteIsSpiritBearIsLoneDruidBearR eturn
    {
    scene "scenes/lone_druid/lone_druid_lone_druid_bearform_ability_return_01.v cd" nodelay noscene
    scene "scenes/lone_druid/lone_druid_lone_druid_bearform_ability_return_02.v cd" nodelay noscene
    scene "scenes/lone_druid/lone_druid_lone_druid_bearform_ability_return_04.v cd" nodelay noscene
    scene "scenes/lone_druid/lone_druid_lone_druid_bearform_ability_return_05.v cd" nodelay noscene
    }
    Lone Druid Bear Death Responses
    Response lone_druid_PetDeathIsSpiritBear1
    {
    scene "scenes/lone_druid/lone_druid_lone_druid_death_21.vcd" nodelay noscene
    scene "scenes/lone_druid/lone_druid_lone_druid_death_22.vcd" nodelay noscene
    }

    Rule lone_druid_PetDeathIsSpiritBear1_Rule
    {
    criteria PetDeath Islone_druid IsSpiritBear1
    response lone_druid_PetDeathIsSpiritBear1
    }

    Response lone_druid_PetDeathIsSpiritBear2
    {
    scene "scenes/lone_druid/lone_druid_lone_druid_death_21.vcd" nodelay noscene
    scene "scenes/lone_druid/lone_druid_lone_druid_death_22.vcd" nodelay noscene
    }

    Rule lone_druid_PetDeathIsSpiritBear2_Rule
    {
    criteria PetDeath Islone_druid IsSpiritBear2
    response lone_druid_PetDeathIsSpiritBear2
    }

    Response lone_druid_PetDeathIsSpiritBear3
    {
    scene "scenes/lone_druid/lone_druid_lone_druid_death_21.vcd" nodelay noscene
    scene "scenes/lone_druid/lone_druid_lone_druid_death_22.vcd" nodelay noscene
    }

    Rule lone_druid_PetDeathIsSpiritBear3_Rule
    {
    criteria PetDeath Islone_druid IsSpiritBear3
    response lone_druid_PetDeathIsSpiritBear3
    }

    Response lone_druid_PetDeathIsSpiritBear4
    {
    scene "scenes/lone_druid/lone_druid_lone_druid_death_21.vcd" nodelay noscene
    scene "scenes/lone_druid/lone_druid_lone_druid_death_22.vcd" nodelay noscene
    }

    Rule lone_druid_PetDeathIsSpiritBear4_Rule
    {
    criteria PetDeath Islone_druid IsSpiritBear4
    response lone_druid_PetDeathIsSpiritBear4
    }

    Response lone_druid_PetDeathIsSpiritBear1IsBearForm
    {
    scene "scenes/lone_druid/lone_druid_lone_druid_bearform_death_21.vcd" nodelay noscene
    scene "scenes/lone_druid/lone_druid_lone_druid_bearform_death_22.vcd" nodelay noscene
    }

    Rule lone_druid_PetDeathIsSpiritBear1IsBearForm_Rule
    {
    criteria PetDeath Islone_druid IsSpiritBear1 IsBearForm
    response lone_druid_PetDeathIsSpiritBear1IsBearForm
    }

    Response lone_druid_PetDeathIsSpiritBear2IsBearForm
    {
    scene "scenes/lone_druid/lone_druid_lone_druid_bearform_death_21.vcd" nodelay noscene
    scene "scenes/lone_druid/lone_druid_lone_druid_bearform_death_22.vcd" nodelay noscene
    }

    Rule lone_druid_PetDeathIsSpiritBear2IsBearForm_Rule
    {
    criteria PetDeath Islone_druid IsSpiritBear2 IsBearForm
    response lone_druid_PetDeathIsSpiritBear2IsBearForm
    }

    Response lone_druid_PetDeathIsSpiritBear3IsBearForm
    {
    scene "scenes/lone_druid/lone_druid_lone_druid_bearform_death_21.vcd" nodelay noscene
    scene "scenes/lone_druid/lone_druid_lone_druid_bearform_death_22.vcd" nodelay noscene
    }

    Rule lone_druid_PetDeathIsSpiritBear3IsBearForm_Rule
    {
    criteria PetDeath Islone_druid IsSpiritBear3 IsBearForm
    response lone_druid_PetDeathIsSpiritBear3IsBearForm
    }

    Response lone_druid_PetDeathIsSpiritBear4IsBearForm
    {
    scene "scenes/lone_druid/lone_druid_lone_druid_bearform_death_21.vcd" nodelay noscene
    scene "scenes/lone_druid/lone_druid_lone_druid_bearform_death_22.vcd" nodelay noscene
    }
    Rubick
    Rubick Everything Responses I'm Not That Mad To Make Separate Sections
    Response rubick_CustomHookCatchHero
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_46.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_deny_16.vcd" nodelay noscene
    }

    Rule rubick_CustomHookCatchHero_Rule
    {
    criteria Custom Isrubick HookCatchHero
    response rubick_CustomHookCatchHero
    }



    Response rubick_CustomHookCatchCreep
    {
    scene "scenes/rubick/rubick_rubick_failure_01.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_failure_02.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_failure_03.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_failure_04.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_anger_15.vcd" nodelay noscene
    }

    Rule rubick_CustomHookCatchCreep_Rule
    {
    criteria Custom Isrubick HookCatchCreep
    response rubick_CustomHookCatchCreep

    Response rubick_CustomIsRubickIlluminateChannel
    {
    scene "scenes/rubick/rubick_dummy.vcd" nodelay noscene
    }

    Rule rubick_CustomIsRubickIlluminateChannel_Rule
    {
    criteria Custom Isrubick IsRubickIlluminateChannel
    response rubick_CustomIsRubickIlluminateChannel
    }

    Response rubick_CustomIsRubickIlluminateFire
    {
    scene "scenes/rubick/rubick_dummy.vcd" nodelay noscene
    }

    Rule rubick_CustomIsRubickIlluminateFire_Rule
    {
    criteria Custom Isrubick IsRubickIlluminateFire
    response rubick_CustomIsRubickIlluminateFire
    }

    Response rubick_KillIsRubickIsEnemyEarthshakerChance_30%Rub ickEchoSlam
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyEarthshakerChance_30%Rub ickEchoSlam_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyEarthshaker Chance_30% RubickEchoSlam
    response rubick_KillIsRubickIsEnemyEarthshakerChance_30%Rub ickEchoSlam
    }

    Response rubick_KillIsRubickIsEnemyKunkkaChance_30%RubickGh ostShip
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyKunkkaChance_30%RubickGh ostShip_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyKunkka Chance_30% RubickGhostShip
    response rubick_KillIsRubickIsEnemyKunkkaChance_30%RubickGh ostShip
    }

    Response rubick_KillIsRubickIsEnemyAxeChance_30%RubickCulli ngBlade
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyAxeChance_30%RubickCulli ngBlade_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyAxe Chance_30% RubickCullingBlade
    response rubick_KillIsRubickIsEnemyAxeChance_30%RubickCulli ngBlade
    }

    Response rubick_KillIsRubickIsEnemySniperChance_30%RubickAs sassinate
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemySniperChance_30%RubickAs sassinate_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemySniper Chance_30% RubickAssassinate
    response rubick_KillIsRubickIsEnemySniperChance_30%RubickAs sassinate
    }

    Response rubick_KillIsRubickIsEnemyLinaRubickChance_30%Lagu naBlade
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyLinaRubickChance_30%Lagu naBlade_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyLina Rubick Chance_30% LagunaBlade
    response rubick_KillIsRubickIsEnemyLinaRubickChance_30%Lagu naBlade
    }

    Response rubick_KillIsRubickIsEnemyHuskarChance_30%RubickLi feBreak
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyHuskarChance_30%RubickLi feBreak_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyHuskar Chance_30% RubickLifeBreak
    response rubick_KillIsRubickIsEnemyHuskarChance_30%RubickLi feBreak
    }

    Response rubick_KillIsRubickIsEnemyDoom_BringerChance_30%Ru bickDoom
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyDoom_BringerChance_30%Ru bickDoom_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyDoom_Bringer Chance_30% RubickDoom
    response rubick_KillIsRubickIsEnemyDoom_BringerChance_30%Ru bickDoom
    }

    Response rubick_KillIsRubickIsEnemyAntimageChance_30%Rubick ManaVoid
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyAntimageChance_30%Rubick ManaVoid_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyAntimage Chance_30% RubickManaVoid
    response rubick_KillIsRubickIsEnemyAntimageChance_30%Rubick ManaVoid
    }

    Response rubick_KillIsRubickIsEnemyJuggernautChance_30%Rubi ckOmnislash
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyJuggernautChance_30%Rubi ckOmnislash_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyJuggernaut Chance_30% RubickOmnislash
    response rubick_KillIsRubickIsEnemyJuggernautChance_30%Rubi ckOmnislash
    }

    Response rubick_KillIsRubickIsEnemyLunaChance_30%RubickEcli pse
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyLunaChance_30%RubickEcli pse_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyLuna Chance_30% RubickEclipse
    response rubick_KillIsRubickIsEnemyLunaChance_30%RubickEcli pse
    }

    Response rubick_KillIsRubickIsEnemyGyrocopterChance_30%Rubi ckCallDown
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyGyrocopterChance_30%Rubi ckCallDown_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyGyrocopter Chance_30% RubickCallDown
    response rubick_KillIsRubickIsEnemyGyrocopterChance_30%Rubi ckCallDown
    }

    Response rubick_KillIsRubickIsEnemyStormSpiritChance_30%Rub ickBallLightning
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyStormSpiritChance_30%Rub ickBallLightning_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyStormSpirit Chance_30% RubickBallLightning
    response rubick_KillIsRubickIsEnemyStormSpiritChance_30%Rub ickBallLightning
    }

    Response rubick_KillIsRubickIsEnemyBaneChance_30%RubickFien dsGrip
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyBaneChance_30%RubickFien dsGrip_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyBane Chance_30% RubickFiendsGrip
    response rubick_KillIsRubickIsEnemyBaneChance_30%RubickFien dsGrip
    }

    Response rubick_KillIsRubickIsEnemyLichChance_30%RubickChai nFrost
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyLichChance_30%RubickChai nFrost_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyLich Chance_30% RubickChainFrost
    response rubick_KillIsRubickIsEnemyLichChance_30%RubickChai nFrost
    }

    Response rubick_KillIsRubickIsEnemyLionChance_30%RubickFing erofDeath
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyLionChance_30%RubickFing erofDeath_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyLion Chance_30% RubickFingerofDeath
    response rubick_KillIsRubickIsEnemyLionChance_30%RubickFing erofDeath
    }

    Response rubick_KillIsRubickIsEnemyZuusChance_30%RubickThun derGodsWrath
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyZuusChance_30%RubickThun derGodsWrath_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyZuus Chance_30% RubickThunderGodsWrath
    response rubick_KillIsRubickIsEnemyZuusChance_30%RubickThun derGodsWrath
    }

    Response rubick_KillIsRubickIsEnemyNecrolyteChance_30%Rubic kReapersScythe
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyNecrolyteChance_30%Rubic kReapersScythe_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyNecrolyte Chance_30% RubickReapersScythe
    response rubick_KillIsRubickIsEnemyNecrolyteChance_30%Rubic kReapersScythe
    }

    Response rubick_KillIsRubickIsEnemyQueenofPainChance_30%Rub ickSonicWave
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyQueenofPainChance_30%Rub ickSonicWave_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyQueenofPain Chance_30% RubickSonicWave
    response rubick_KillIsRubickIsEnemyQueenofPainChance_30%Rub ickSonicWave
    }

    Response rubick_KillIsRubickIsEnemyFurionChance_30%RubickWr athofNature
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyFurionChance_30%RubickWr athofNature_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyFurion Chance_30% RubickWrathofNature
    response rubick_KillIsRubickIsEnemyFurionChance_30%RubickWr athofNature
    }

    Response rubick_KillIsRubickIsEnemyDeath_ProphetChance_30%R ubickExorcism
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyDeath_ProphetChance_30%R ubickExorcism_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyDeath_Prophet Chance_30% RubickExorcism
    response rubick_KillIsRubickIsEnemyDeath_ProphetChance_30%R ubickExorcism
    }

    Response rubick_KillIsRubickIsEnemyDisruptorChance_30%Rubic kStaticStorm
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyDisruptorChance_30%Rubic kStaticStorm_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyDisruptor Chance_30% RubickStaticStorm
    response rubick_KillIsRubickIsEnemyDisruptorChance_30%Rubic kStaticStorm
    }

    Response rubick_KillIsRubickIsEnemyBatriderChance_30%Rubick FlamingLasso
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyBatriderChance_30%Rubick FlamingLasso_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyBatrider Chance_30% RubickFlamingLasso
    response rubick_KillIsRubickIsEnemyBatriderChance_30%Rubick FlamingLasso
    }

    Response rubick_KillIsRubickIsEnemyOutworld_DestroyerChance _30%RubickSanitysEclipse
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_15.vcd" nodelay noscene
    }

    Rule rubick_KillIsRubickIsEnemyOutworld_DestroyerChance _30%RubickSanitysEclipse_Rule
    {
    criteria Kill Isrubick IsRubick IsEnemyOutworld_Destroyer Chance_30% RubickSanitysEclipse
    response rubick_KillIsRubickIsEnemyOutworld_DestroyerChance _30%RubickSanitysEclipse
    }
    Response rubick_CastExecuteIsRubickTeleUp
    {
    scene "scenes/rubick/rubick_rubick_telekinesis_up_01.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_telekinesis_up_02.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickTeleUp_Rule
    {
    criteria CastExecute Isrubick IsRubickTeleUp
    response rubick_CastExecuteIsRubickTeleUp
    }

    Response rubick_CastExecuteIsRubickTeleDown
    {
    scene "scenes/rubick/rubick_rubick_telekinesis_down_01.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_telekinesis_down_02.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_telekinesis_down_03.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_telekinesis_down_04.vcd" nodelay noscene
    }


    Response rubick_CastExecuteIsRubickFadeBolt
    {
    scene "scenes/rubick/rubick_dummy.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickFadeBolt_Rule
    {
    criteria CastExecute Isrubick IsRubickFadeBolt
    response rubick_CastExecuteIsRubickFadeBolt
    }

    Response rubick_CastExecuteIsRubickSpellSteal
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_01.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_spellsteal_02.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_spellsteal_03.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_spellsteal_04.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_spellsteal_05.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_spellsteal_06.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_spellsteal_07.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_spellsteal_08.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_spellsteal_09.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_spellsteal_10.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_spellsteal_11.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_spellsteal_12.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_spellsteal_14.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellSteal_Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal
    response rubick_CastExecuteIsRubickSpellSteal
    }

    Response rubick_CastExecute
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_03.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_castsstolenspell_39.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_castsstolenspell_40.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_castsstolenspell_45.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_castsstolenspell_46.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_castsstolenspell_47.vcd" nodelay noscene
    }

    Rule rubick_CastExecute_Rule
    {
    criteria CastExecute Isrubick
    response rubick_CastExecute
    }

    Response rubick_CastExecuteIsRubickSpellStealStolePrimalRoa r
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_05.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStolePrimalRoa r_Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StolePrimalRoar
    response rubick_CastExecuteIsRubickSpellStealStolePrimalRoa r
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleEchoSlam
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_06.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleEchoSlam_ Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleEchoSlam
    response rubick_CastExecuteIsRubickSpellStealStoleEchoSlam
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleFissure
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_07.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleFissure_R ule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleFissure
    response rubick_CastExecuteIsRubickSpellStealStoleFissure
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleStormBolt
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_08.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleStormBolt _Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleStormBolt
    response rubick_CastExecuteIsRubickSpellStealStoleStormBolt
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleRepel
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_09.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleRepel_Rul e
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleRepel
    response rubick_CastExecuteIsRubickSpellStealStoleRepel
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleGuardianA ngel
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_10.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleGuardianA ngel_Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleGuardianAngel
    response rubick_CastExecuteIsRubickSpellStealStoleGuardianA ngel
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleOvergrowt h
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_11.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleOvergrowt h_Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleOvergrowth
    response rubick_CastExecuteIsRubickSpellStealStoleOvergrowt h
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleNetherSwa p
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_13.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleNetherSwa p_Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleNetherSwap
    response rubick_CastExecuteIsRubickSpellStealStoleNetherSwa p
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleMagicMiss ile
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_14.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleMagicMiss ile_Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleMagicMissile
    response rubick_CastExecuteIsRubickSpellStealStoleMagicMiss ile
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleEclipse
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_15.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleEclipse_R ule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleEclipse
    response rubick_CastExecuteIsRubickSpellStealStoleEclipse
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleOnmislash
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_16.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleOnmislash _Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleOnmislash
    response rubick_CastExecuteIsRubickSpellStealStoleOnmislash
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleFrostbite
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_17.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleFrostbite _Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleFrostbite
    response rubick_CastExecuteIsRubickSpellStealStoleFrostbite
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleThunderGo dsWrath
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_18.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleThunderGo dsWrath_Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleThunderGodsWrath
    response rubick_CastExecuteIsRubickSpellStealStoleThunderGo dsWrath
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleTeleporta tion
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_19.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleTeleporta tion_Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleTeleportation
    response rubick_CastExecuteIsRubickSpellStealStoleTeleporta tion
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleGlobalSil ence
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_20.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleGlobalSil ence_Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleGlobalSilence
    response rubick_CastExecuteIsRubickSpellStealStoleGlobalSil ence
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleLagunaBla de
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_21.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleLagunaBla de_Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleLagunaBlade
    response rubick_CastExecuteIsRubickSpellStealStoleLagunaBla de
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleStaticSto rm
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_22.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleStaticSto rm_Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleStaticStorm
    response rubick_CastExecuteIsRubickSpellStealStoleStaticSto rm
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleMassSerpe ntWard
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_23.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleMassSerpe ntWard_Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleMassSerpentWard
    response rubick_CastExecuteIsRubickSpellStealStoleMassSerpe ntWard
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleFingerofD eath
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_25.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleFingerofD eath_Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleFingerofDeath
    response rubick_CastExecuteIsRubickSpellStealStoleFingerofD eath
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleExcorsism
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_26.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleExcorsism _Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleExcorsism
    response rubick_CastExecuteIsRubickSpellStealStoleExcorsism
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleWallofRep lica
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_28.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleWallofRep lica_Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleWallofReplica
    response rubick_CastExecuteIsRubickSpellStealStoleWallofRep lica
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleFiendsGri p
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_29.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleFiendsGri p_Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleFiendsGrip
    response rubick_CastExecuteIsRubickSpellStealStoleFiendsGri p
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleBlackHole
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_30.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleBlackHole _Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleBlackHole
    response rubick_CastExecuteIsRubickSpellStealStoleBlackHole
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleChainFros t
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_31.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleChainFros t_Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleChainFrost
    response rubick_CastExecuteIsRubickSpellStealStoleChainFros t
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleChronosph ere
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_33.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleChronosph ere_Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleChronosphere
    response rubick_CastExecuteIsRubickSpellStealStoleChronosph ere
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleEpicenter
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_35.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleEpicenter _Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleEpicenter
    response rubick_CastExecuteIsRubickSpellStealStoleEpicenter
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleDoom
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_36.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleDoom_Rule
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleDoom
    response rubick_CastExecuteIsRubickSpellStealStoleDoom
    }

    Response rubick_CastExecuteIsRubickSpellStealStoleRavage
    {
    scene "scenes/rubick/rubick_rubick_castsstolenspell_37.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteIsRubickSpellStealStoleRavage_Ru le
    {
    criteria CastExecute Isrubick IsRubickSpellSteal StoleRavage
    response rubick_CastExecuteIsRubickSpellStealStoleRavage
    }

    Response rubick_CastExecuteRubickMeatHook
    {
    scene "scenes/rubick/rubick_dummy.vcd" nodelay noscene
    }

    Rule rubick_CastExecuteRubickMeatHook_Rule
    {
    criteria CastExecute Isrubick RubickMeatHook
    response rubick_CastExecuteRubickMeatHook

    Response rubick_LevelUp
    {
    scene "scenes/rubick/rubick_rubick_nullfield_01.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_levelup_01.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_levelup_02.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_levelup_03.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_levelup_04.vcd" nodelay noscene
    Response rubick_Respawn
    {
    scene "scenes/rubick/rubick_rubick_spellsteal_13.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_respawn_01.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_respawn_02.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_respawn_03.vcd" nodelay noscene
    scene "scenes/rubick/rubick_rubick_respawn_04.vcd" nodelay noscene
    Treant
    Treant Kill Responses
    Response treant_Kill
    {
    scene "scenes/treant/treant_treant_ability_leechseed_03.vcd" nodelay noscene
    scene "scenes/treant/treant_treant_kill_01.vcd" nodelay noscene
    scene "scenes/treant/treant_treant_kill_02.vcd" nodelay noscene
    scene "scenes/treant/treant_treant_kill_03.vcd" nodelay noscene
    Treant Respawn Responses

    Response treant_Respawn
    {
    scene "scenes/treant/treant_treant_ability_naturesguise_08.vcd" nodelay noscene
    scene "scenes/treant/treant_treant_ability_naturesguise_10.vcd" nodelay noscene
    scene "scenes/treant/treant_treant_respawn_01.vcd" nodelay noscene
    scene "scenes/treant/treant_treant_respawn_02.vcd" nodelay noscene
    Treant Level Up Responses
    Response treant_LevelUp
    {
    scene "scenes/treant/treant_treant_ability_livingarmor_03.vcd" nodelay noscene
    scene "scenes/treant/treant_treant_ability_livingarmor_04.vcd" nodelay noscene
    scene "scenes/treant/treant_treant_levelup_01.vcd" nodelay noscene
    scene "scenes/treant/treant_treant_levelup_02.vcd" nodelay noscene
    Treant Tango Use Responses
    Response treant_CastExecuteIsTreantTangoIsTreantChance_25%
    {
    scene "scenes/treant/treant_treant_tango_01.vcd" nodelay noscene
    scene "scenes/treant/treant_treant_tango_02.vcd" nodelay noscene
    scene "scenes/treant/treant_treant_tango_03.vcd" nodelay noscene
    scene "scenes/treant/treant_treant_tango_04.vcd" nodelay noscene
    }
    Treant Ability Responses
    Response treant_CastExecuteIsTreantNaturesGuise
    {
    scene "scenes/treant/treant_treant_ability_naturesguise_01.vcd" nodelay noscene
    scene "scenes/treant/treant_treant_ability_naturesguise_02.vcd" nodelay noscene
    scene "scenes/treant/treant_treant_ability_naturesguise_05.vcd" nodelay noscene
    scene "scenes/treant/treant_treant_ability_naturesguise_07.vcd" nodelay noscene
    }

    Rule treant_CastExecuteIsTreantNaturesGuise_Rule
    {
    criteria CastExecute Istreant IsTreantNaturesGuise
    response treant_CastExecuteIsTreantNaturesGuise
    }

    Response treant_CastExecuteIsTreantLeechSeedChance_75%
    {
    scene "scenes/treant/treant_treant_ability_leechseed_01.vcd" nodelay noscene
    scene "scenes/treant/treant_treant_ability_leechseed_04.vcd" nodelay noscene
    scene "scenes/treant/treant_treant_ability_leechseed_05.vcd" nodelay noscene
    scene "scenes/treant/treant_treant_ability_leechseed_06.vcd" nodelay noscene
    }

    Rule treant_CastExecuteIsTreantLeechSeedChance_75%_Rule
    {
    criteria CastExecute Istreant IsTreantLeechSeed Chance_75%
    response treant_CastExecuteIsTreantLeechSeedChance_75%
    }
    And if the only two of us who still are part of this thread do bother you, you can always PM me so that I'd take my avatar off for while you read the thread, it would not be much of a problem. If needed, I can give my Steam profile name, my picture there has no connection to MLP and you will be able to do that without private messaging through the forums.

    To Valve: I'm buying a Volvo when I grow up
    Heroes this user should seriously reconsider ever picking again.

    THE DOTA 2 LORE MEGATHREAD IS TO BE UPDATED BY JULY 5TH

    Visit the Dota 2 Lore Megathread. Renovation ongoing.

  3. #33
    Volunteer Moderator bu3ny's Avatar
    Join Date
    Oct 2011
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    Wow, I missed alot in my 3 weeks vacation. Thank you so much for helping, 1337_n00b <3

    Gonna update first post soon, but probably not this week, as for now I'm too exhausted to do it.
    Please, just call me buny.

  4. #34
    Volunteer Moderator bu3ny's Avatar
    Join Date
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    Small update:
    1. Removed Luna and Chaos Knight
    2. Lycanthrope: Removed Summon Wolves and Shapeshift cast
    3. Outworld Destroyer: Removed Sanity's Eclipse, except for one line (y u didn't add that awesum line :c, Removed Eclipse kill, (@1337_n00b, Astral's lines aren't hooked up)
    4. Gyrocopter: Removed Rocket Barrage, Homing Missile cast and impact and Call Down cast and hit, removed some lines for Flak Cannon
    5. Lone Druid: removed Summon Spirit Bear, Rabid, True Form, Druid Form, War Cry and Spirit Bear death
    6. Rubick: Removed Telekinesis up and down, Spellsteal cast
    7. Treant: Removed Leech Seed, Nature's Guise cast and tango
    8. Added Templar Assassin: Psi Blades learn and Psionic Trap fail
    Please, just call me buny.

  5. #35
    Basic Member 1337_n00b's Avatar
    Join Date
    Nov 2011
    Posts
    2,436
    Hm. Well, should have read it through again then.

    Lifestealer's Rage lines work now, by the way:

    Response life_stealer_CustomIsRage
    {
    scene "scenes/life_stealer/life_stealer_lifest_ability_rage_01.vcd" nodelay noscene
    scene "scenes/life_stealer/life_stealer_lifest_ability_rage_02.vcd" nodelay noscene respeakdelay 60
    scene "scenes/life_stealer/life_stealer_lifest_ability_rage_03.vcd" nodelay noscene respeakdelay 60
    scene "scenes/life_stealer/life_stealer_lifest_ability_rage_04.vcd" nodelay noscene respeakdelay 60
    scene "scenes/life_stealer/life_stealer_lifest_ability_rage_05.vcd" nodelay noscene respeakdelay 60
    scene "scenes/life_stealer/life_stealer_lifest_ability_rage_06.vcd" nodelay noscene respeakdelay 60
    }
    Or at least they should. Infest stays as it used to be

    Spirit Breaker was also slightly updated two patches ago:

    Response spirit_breaker_CastExecuteIsSpiritBreakerChargeCha nce_50%
    {
    scene "scenes/spirit_breaker/spirit_breaker_spir_ability_charge_02.vcd" nodelay noscene
    scene "scenes/spirit_breaker/spirit_breaker_spir_ability_charge_14.vcd" nodelay noscene
    scene "scenes/spirit_breaker/spirit_breaker_spir_ability_charge_19.vcd" nodelay noscene
    }

    Rule spirit_breaker_CastExecuteIsSpiritBreakerChargeCha nce_50%_Rule
    {
    criteria CastExecute Isspirit_breaker IsSpiritBreakerCharge Chance_50%
    response spirit_breaker_CastExecuteIsSpiritBreakerChargeCha nce_50%
    }
    Two Rocket Barrage lines for Gyro are unused, and all of Flak Cannon, not just what you mentioned (though I agree that they and a couple more fit the most). It's similar with Call Down, quite a lot stays unused, check my big post there again if you want to be precise.

    Void is clearly bugged, the Chrono lines are still in use:

    Response faceless_void_CustomIsGoodChrono
    {
    scene "scenes/faceless_void/faceless_void_face_ability_chronos_01.vcd" nodelay noscene
    scene "scenes/faceless_void/faceless_void_face_ability_chronos_02.vcd" nodelay noscene
    scene "scenes/faceless_void/faceless_void_face_ability_chronos_03.vcd" nodelay noscene
    scene "scenes/faceless_void/faceless_void_face_ability_chronos_04.vcd" nodelay noscene
    scene "scenes/faceless_void/faceless_void_face_ability_chronos_05.vcd" nodelay noscene
    scene "scenes/faceless_void/faceless_void_face_ability_chronos_06.vcd" nodelay noscene
    }

    Rule faceless_void_CustomIsGoodChrono_Rule
    {
    criteria Custom Isfaceless_void IsGoodChrono
    response faceless_void_CustomIsGoodChrono
    }

    Response faceless_void_CustomIsBadChrono
    {
    scene "scenes/faceless_void/faceless_void_face_ability_chronos_failure_01.vcd" nodelay noscene
    scene "scenes/faceless_void/faceless_void_face_ability_chronos_failure_02.vcd" nodelay noscene
    scene "scenes/faceless_void/faceless_void_face_ability_chronos_failure_07.vcd" nodelay noscene
    scene "scenes/faceless_void/faceless_void_face_ability_chronos_failure_09.vcd" nodelay noscene
    }
    Gotta post that.

    Broodmother's ulti and Spawn Spiderlings lines live an new life as cast order responses:
    Response broodmother_CastOrder
    {
    scene "scenes/broodmother/broodmother_broo_cast_01.vcd" nodelay noscene
    scene "scenes/broodmother/broodmother_broo_cast_02.vcd" nodelay noscene
    scene "scenes/broodmother/broodmother_broo_cast_03.vcd" nodelay noscene
    scene "scenes/broodmother/broodmother_broo_cast_04.vcd" nodelay noscene
    scene "scenes/broodmother/broodmother_broo_ability_spawn_02.vcd" nodelay noscene
    scene "scenes/broodmother/broodmother_broo_ability_hunger_03.vcd" nodelay noscene
    scene "scenes/broodmother/broodmother_broo_ability_hunger_04.vcd" nodelay noscene
    scene "scenes/broodmother/broodmother_broo_ability_hunger_05.vcd" nodelay noscene
    scene "scenes/broodmother/broodmother_broo_ability_hunger_06.vcd" nodelay noscene
    Crystal Maiden is Crystal Maiden; not Cristal.

    Lina's Light Strike Array lines are reused as kill responses for the spell:

    Response lina_KillIsLightStrikeKill
    {
    scene "scenes/lina/lina_lina_ability_lightstrike_04.vcd" nodelay noscene
    scene "scenes/lina/lina_lina_ability_lightstrike_05.vcd" nodelay noscene
    }
    Shadow Shaman does use a ward tower line for last hitting towers:
    Response shadowshaman_LastHitIsTower
    {
    scene "scenes/shadowshaman/shadowshaman_shad_ability_ward_towerattack_02.vcd" nodelay noscene
    }
    Prophet has kill responses for Wrath:
    Response furion_KillIsWrathOfNature
    {
    scene "scenes/furion/furion_furi_ability_wrath_06.vcd" nodelay noscene
    scene "scenes/furion/furion_furi_ability_wrath_07.vcd" nodelay noscene
    }
    Chen ShouldCommentOnPersuasion, apparently doesn't:

    Response chen_CastExecuteIsAbilityHolyPersuasionShouldComme ntOnPersuasion
    {
    scene "scenes/chen/chen_chen_ability_holyp_01.vcd" nodelay noscene
    scene "scenes/chen/chen_chen_ability_holyp_02.vcd" nodelay noscene
    scene "scenes/chen/chen_chen_ability_holyp_03.vcd" nodelay noscene
    scene "scenes/chen/chen_chen_ability_holyp_04.vcd" nodelay noscene
    scene "scenes/chen/chen_chen_ability_holyp_05.vcd" nodelay noscene
    scene "scenes/chen/chen_chen_ability_holyp_06.vcd" nodelay noscene
    }

    Rule chen_CastExecuteIsAbilityHolyPersuasionShouldComme ntOnPersuasion_Rule
    {
    criteria CastExecute Ischen IsAbilityHolyPersuasion ShouldCommentOnPersuasion
    response chen_CastExecuteIsAbilityHolyPersuasionShouldComme ntOnPersuasion
    }
    Lich's Frost Nova responses are used for Frost Nova kills:

    Response lich_KillIsLichFrostNovaKill
    {
    scene "scenes/lich/lich_lich_ability_nova_01.vcd" nodelay noscene
    scene "scenes/lich/lich_lich_ability_nova_02.vcd" nodelay noscene
    scene "scenes/lich/lich_lich_ability_nova_03.vcd" nodelay noscene
    scene "scenes/lich/lich_lich_ability_nova_04.vcd" nodelay noscene
    scene "scenes/lich/lich_lich_ability_nova_05.vcd" nodelay noscene
    Chain Frost isn't used at all aside from failure responses anymore?

    Lion's Spike only uses the line that's listed for you, the first one:

    Response lion_CastExecuteIsLionImpale
    {
    scene "scenes/lion/lion_lion_ability_spike_01.vcd" nodelay noscene respeakdelay 60
    }

    WD's Restoration is hooked, but who the hell know how it works:

    Response witchdoctor_CustomIsWitchDoctorVoodooRestoration
    {
    scene "scenes/witchdoctor/witchdoctor_wdoc_ability_voodoo_01.vcd" nodelay noscene respeakdelay 15
    scene "scenes/witchdoctor/witchdoctor_wdoc_ability_voodoo_02.vcd" nodelay noscene respeakdelay 15
    scene "scenes/witchdoctor/witchdoctor_wdoc_ability_voodoo_05.vcd" nodelay noscene respeakdelay 15
    scene "scenes/witchdoctor/witchdoctor_wdoc_lasthit_05.vcd" nodelay noscene respeakdelay 15
    }
    Maledict is supposed to work:
    Response witchdoctor_CastExecuteIsWitchDoctorMaledictIsMale dictSuccessful
    {
    scene "scenes/witchdoctor/witchdoctor_wdoc_ability_maledict_01.vcd" nodelay noscene
    scene "scenes/witchdoctor/witchdoctor_wdoc_ability_maledict_02.vcd" nodelay noscene
    scene "scenes/witchdoctor/witchdoctor_wdoc_ability_maledict_03.vcd" nodelay noscene
    scene "scenes/witchdoctor/witchdoctor_wdoc_ability_maledict_04.vcd" nodelay noscene
    }
    One of Necrolyte's Aura lines is used as a spawn response:

    Response necrolyte_Spawn
    {
    scene "scenes/necrolyte/necrolyte_necr_spawn_01.vcd" nodelay noscene
    scene "scenes/necrolyte/necrolyte_necr_spawn_02.vcd" nodelay noscene
    scene "scenes/necrolyte/necrolyte_necr_spawn_03.vcd" nodelay noscene
    scene "scenes/necrolyte/necrolyte_necr_spawn_04.vcd" nodelay noscene
    scene "scenes/necrolyte/necrolyte_necr_ability_aura_03.vcd" nodelay noscene
    Death Prophet does use a single denyghost line:

    Response death_prophet_LastHitIsTower
    {
    scene "scenes/death_prophet/death_prophet_dpro_denyghost_05.vcd" nodelay noscene
    }
    When killing towers.

    Pugna's similar in Nether Blast responses:
    }

    Response pugna_LastHitIsTower
    {
    scene "scenes/pugna/pugna_pugna_ability_nblast_04.vcd" nodelay noscene
    scene "scenes/pugna/pugna_pugna_ability_nblast_06.vcd" nodelay noscene
    scene "scenes/pugna/pugna_pugna_ability_nblast_07.vcd" nodelay noscene
    }

    Rule pugna_LastHitIsTower_Rule
    {
    criteria LastHit Ispugna IsTower
    response pugna_LastHitIsTower
    }

    Response pugna_LastHitIsTowerIsAbilityNetherBlast
    {
    scene "scenes/pugna/pugna_pugna_ability_nblast_08.vcd" nodelay noscene
    }
    Dazzle uses a Poison Touch line when attacking:

    Response dazzle_Attack
    {
    scene "scenes/dazzle/dazzle_dazz_attack_01.vcd" nodelay noscene
    scene "scenes/dazzle/dazzle_dazz_attack_02.vcd" nodelay noscene
    scene "scenes/dazzle/dazzle_dazz_attack_03.vcd" nodelay noscene
    scene "scenes/dazzle/dazzle_dazz_attack_04.vcd" nodelay noscene
    scene "scenes/dazzle/dazzle_dazz_attack_05.vcd" nodelay noscene
    scene "scenes/dazzle/dazzle_dazz_attack_06.vcd" nodelay noscene
    scene "scenes/dazzle/dazzle_dazz_attack_07.vcd" nodelay noscene
    scene "scenes/dazzle/dazzle_dazz_attack_08.vcd" nodelay noscene
    scene "scenes/dazzle/dazzle_dazz_attack_09.vcd" nodelay noscene
    scene "scenes/dazzle/dazzle_dazz_attack_10.vcd" nodelay noscene
    scene "scenes/dazzle/dazzle_dazz_attack_11.vcd" nodelay noscene
    scene "scenes/dazzle/dazzle_dazz_attack_12.vcd" nodelay noscene
    scene "scenes/dazzle/dazzle_dazz_attack_13.vcd" nodelay noscene
    scene "scenes/dazzle/dazzle_dazz_ability_poistouch_03.vcd" nodelay noscene
    }
    Shallow Grave 08 is a cast response:
    Response dazzle_CastOrder
    {
    scene "scenes/dazzle/dazzle_dazz_cast_01.vcd" nodelay noscene
    scene "scenes/dazzle/dazzle_dazz_cast_02.vcd" nodelay noscene
    scene "scenes/dazzle/dazzle_dazz_cast_03.vcd" nodelay noscene
    scene "scenes/dazzle/dazzle_dazz_ability_shalgrave_08.vcd" nodelay noscene
    }
    Leshrac's Split Earth and Lightning Storm lines are kill responses for respective spells:

    Response leshrac_KillIsSplitEarth
    {
    scene "scenes/leshrac/leshrac_lesh_ability_split_01.vcd" nodelay noscene
    scene "scenes/leshrac/leshrac_lesh_ability_split_02.vcd" nodelay noscene
    scene "scenes/leshrac/leshrac_lesh_ability_split_03.vcd" nodelay noscene
    scene "scenes/leshrac/leshrac_lesh_ability_split_04.vcd" nodelay noscene
    scene "scenes/leshrac/leshrac_lesh_ability_split_05.vcd" nodelay noscene


    Response leshrac_KillIsLightningStorm
    {
    scene "scenes/leshrac/leshrac_lesh_ability_storm_01.vcd" nodelay noscene
    scene "scenes/leshrac/leshrac_lesh_ability_storm_02.vcd" nodelay noscene
    scene "scenes/leshrac/leshrac_lesh_ability_storm_03.vcd" nodelay noscene
    scene "scenes/leshrac/leshrac_lesh_ability_storm_04.vcd" nodelay noscene
    scene "scenes/leshrac/leshrac_lesh_ability_storm_05.vcd" nodelay noscene
    }
    Dark Seer's ability voicework is for some reason used as move and attack lines:

    Response dark_seer_Move
    {
    scene "scenes/dark_seer/dark_seer_dkseer_move_01.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_move_02.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_move_03.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_move_04.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_move_05.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_move_06.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_move_07.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_move_08.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_move_09.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_move_10.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_move_11.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_move_12.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_move_13.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_ability_vacuum_03.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_ability_surge_04.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_ability_wallr_03.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_ability_wallr_04.vcd" nodelay noscene



    Response dark_seer_Attack
    {
    scene "scenes/dark_seer/dark_seer_dkseer_attack_01.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_attack_02.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_attack_03.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_attack_04.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_attack_05.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_attack_06.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_attack_07.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_attack_08.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_attack_09.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_attack_10.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_attack_11.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_ability_vacuum_04.vcd" nodelay noscene
    scene "scenes/dark_seer/dark_seer_dkseer_ability_vacuum_05.vcd" nodelay noscene
    }
    Batrider's Flamebreak has responses hooked up for kills with the skill:
    Response batrider_KillIsAbilityFlameBreakChance_50%
    {
    scene "scenes/batrider/batrider_bat_ability_flame_01.vcd" nodelay noscene
    scene "scenes/batrider/batrider_bat_ability_flame_02.vcd" nodelay noscene
    scene "scenes/batrider/batrider_bat_ability_flame_03.vcd" nodelay noscene
    scene "scenes/batrider/batrider_bat_ability_flame_04.vcd" nodelay noscene
    scene "scenes/batrider/batrider_bat_ability_flame_05.vcd" nodelay noscene
    scene "scenes/batrider/batrider_bat_ability_flame_06.vcd" nodelay noscene
    }

    Rule batrider_KillIsAbilityFlameBreakChance_50%_Rule
    {
    criteria Kill Isbatrider IsAbilityFlameBreak Chance_50%
    response batrider_KillIsAbilityFlameBreakChance_50%
    }
    AA's Ice Blast actually does have responses:

    Response ancient_apparition_KillIsIceBlastIsLongIceBlastKil l
    {
    scene "scenes/ancient_apparition/ancient_apparition_appa_ability_iceblast_07.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_ability_iceblast_08.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_ability_iceblast_09.vcd" nodelay noscene
    }
    But not always there where you'd expect:
    Response ancient_apparition_Move
    {
    scene "scenes/ancient_apparition/ancient_apparition_appa_move_01.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_move_02.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_move_03.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_move_04.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_move_05.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_move_06.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_move_07.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_move_08.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_move_09.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_move_10.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_move_11.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_move_12.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_move_13.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_move_14.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_move_15.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_move_16.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_move_17.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_move_18.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_ability_iceblast_02.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_ability_iceblast_03.vcd" nodelay noscene
    scene "scenes/ancient_apparition/ancient_apparition_appa_ability_iceblast_05.vcd" nodelay noscene
    }
    Why am I doing this.

    Also, Chaos Knight should not have been removed, since what about Reality Rift?
    Heroes this user should seriously reconsider ever picking again.

    THE DOTA 2 LORE MEGATHREAD IS TO BE UPDATED BY JULY 5TH

    Visit the Dota 2 Lore Megathread. Renovation ongoing.

  6. #36
    Volunteer Moderator bu3ny's Avatar
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    Oct 2011
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    Brrr, so little time to check :c




    Quote Originally Posted by 1337_n00b View Post
    Lifestealer's Rage lines work now, by the way:

    Or at least they should. Infest stays as it used to be
    Quote Originally Posted by 1337_n00b View Post
    Spirit Breaker was also slightly updated two patches ago:

    Cool, gonna check them later.




    Quote Originally Posted by 1337_n00b View Post
    Two Rocket Barrage lines for Gyro are unused, and all of Flak Cannon, not just what you mentioned (though I agree that they and a couple more fit the most). It's similar with Call Down, quite a lot stays unused, check my big post there again if you want to be precise.

    Lion's Spike only uses the line that's listed for you, the first one:

    I know. I only list those which imo fit and are short enough. This is actually more a suggestion than a full list.




    Quote Originally Posted by 1337_n00b View Post
    Broodmother's ulti and Spawn Spiderlings lines live an new life as cast order responses:

    Lina's Light Strike Array lines are reused as kill responses for the spell:

    Lich's Frost Nova responses are used for Frost Nova kills:

    One of Necrolyte's Aura lines is used as a spawn response:

    Dazzle uses a Poison Touch line when attacking:

    Shallow Grave 08 is a cast response:

    Leshrac's Split Earth and Lightning Storm lines are kill responses for respective spells:

    Dark Seer's ability voicework is for some reason used as move and attack lines:

    Batrider's Flamebreak has responses hooked up for kills with the skill:

    Shadow Shaman does use a ward tower line for last hitting towers:

    Prophet has kill responses for Wrath:

    Death Prophet does use a single denyghost line:

    When killing towers.

    Pugna's similar in Nether Blast responses:

    I know that lots of spell lines are used on another way.




    Quote Originally Posted by 1337_n00b View Post
    AA's Ice Blast actually does have responses:

    But not always there where you'd expect:


    Yea, i found the lines.. After listening to them, I'm sure I heard them ingame, but not while casting Iceblast. Refer to reply above.




    Quote Originally Posted by 1337_n00b View Post
    Crystal Maiden is Crystal Maiden; not Cristal.
    herp derp




    Quote Originally Posted by 1337_n00b View Post
    Chain Frost isn't used at all aside from failure responses anymore?

    Anymore? It was always like that.




    Quote Originally Posted by 1337_n00b View Post
    WD's Restoration is hooked, but who the hell know how it works:

    Chen ShouldCommentOnPersuasion, apparently doesn't:

    Never heard the lines ingame.




    Quote Originally Posted by 1337_n00b View Post
    Maledict is supposed to work:

    Void is clearly bugged, the Chrono lines are still in use:

    I'm 1000% sure that I heard Maledict's lines ingame, when WD casted Maledict. But while testing it, he didn't use any of them.

    Same for Void. I remember 4 lines, all of them were lines for a failed ulti. But as I tested, nothing.
    The tests are now 1 months in past. Can't test now.




    Quote Originally Posted by 1337_n00b View Post
    Why am I doing this.

    Too much freetime? How 'bout you give me some? :c




    Quote Originally Posted by 1337_n00b View Post
    Also, Chaos Knight should not have been removed, since what about Reality Rift?
    Dunno. They hooked up his other spell lines, but not Rift, so I thought it's intended.
    Please, just call me buny.

  7. #37
    Basic Member 1337_n00b's Avatar
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    I know that lots of spell lines are used on another way.
    Buttbricks

    Either way, I'd not say that Chaos Knight's lack of Rift is intended. Some of the lately updated talkers are seemingly not final; so I believe we'll just have to wait and see.

    And I, for one, confirm that WD and Void still don't use their lines. They were semi-global, heard to the enemy team. I've played against a team with a Void and a WD there, Void never commented on a Chronosphere and WD didn't call out Maledicts. And there was a reverse with them on my team; same.
    Heroes this user should seriously reconsider ever picking again.

    THE DOTA 2 LORE MEGATHREAD IS TO BE UPDATED BY JULY 5TH

    Visit the Dota 2 Lore Megathread. Renovation ongoing.

  8. #38
    you guys are so loyal to this game keep up the good work )) nice

  9. #39
    Basic Member 1337_n00b's Avatar
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    Well thanks; I think that's the second poster in the last couple of pages who isn't me or bu3ny and isn't complaining about ponies. Progress all around.

    Especially in Dota 2, where some heroes were updated again.

    CRYSTAL MAIDEN HAS... EVERYTHING BUT SPELL LINES NOW WHAT???

    }

    Response crystalmaiden_Kill
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_kill_01.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_kill_02.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_kill_03.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_kill_04.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_kill_05.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_kill_06.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_laugh_05.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_laugh_08.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_kill_07.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_kill_08.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_kill_09.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_kill_10.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_kill_11.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_kill_12.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_kill_13.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_kill_14.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_kill_15.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_kill_16.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_kill_17.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_kill_18.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_kill_19.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_kill_20.vcd" nodelay noscene
    }

    Rule crystalmaiden_Kill_Rule
    {
    criteria Kill Iscrystalmaiden
    response crystalmaiden_Kill
    }

    Response crystalmaiden_KillIsEnemyLina
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_lina_04.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_lina_09.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_lina_11.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_lina_12.vcd" nodelay noscene
    }

    Rule crystalmaiden_KillIsEnemyLina_Rule
    {
    criteria Kill Iscrystalmaiden IsEnemyLina
    response crystalmaiden_KillIsEnemyLina
    }

    Response crystalmaiden_KillIsEnemyLinaChance_25%
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_lina_10.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_rival_01.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_rival_02.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_rival_03.vcd" nodelay noscene
    }

    Rule crystalmaiden_KillIsEnemyLinaChance_25%_Rule
    {
    criteria Kill Iscrystalmaiden IsEnemyLina Chance_25%
    response crystalmaiden_KillIsEnemyLinaChance_25%
    }

    Response crystalmaiden_KillIsFirstBlood
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_firstblood_01.vcd" nodelay noscene
    }

    Rule crystalmaiden_KillIsFirstBlood_Rule
    {
    criteria Kill Iscrystalmaiden IsFirstBlood
    response crystalmaiden_KillIsFirstBlood
    }

    Response crystalmaiden_KillIsEnemyLichChance_25%
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_rival_04.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_rival_05.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_rival_06.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_rival_07.vcd" nodelay noscene
    }

    Rule crystalmaiden_KillIsEnemyLichChance_25%_Rule
    {
    criteria Kill Iscrystalmaiden IsEnemyLich Chance_25%
    response crystalmaiden_KillIsEnemyLichChance_25%
    }

    Response crystalmaiden_KillIsEnemyStormSpiritChance_25%
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_rival_08.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_rival_09.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_rival_10.vcd" nodelay noscene
    }

    Rule crystalmaiden_KillIsEnemyStormSpiritChance_25%_Rul e
    {
    criteria Kill Iscrystalmaiden IsEnemyStormSpirit Chance_25%
    response crystalmaiden_KillIsEnemyStormSpiritChance_25%
    }

    Response crystalmaiden_KillIsEnemyTinkerChance_25%
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_rival_11.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_rival_12.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_rival_13.vcd" nodelay noscene
    }

    Rule crystalmaiden_KillIsEnemyTinkerChance_25%_Rule
    {
    criteria Kill Iscrystalmaiden IsEnemyTinker Chance_25%
    response crystalmaiden_KillIsEnemyTinkerChance_25%
    }

    Response crystalmaiden_KillIsEnemyEnchantressChance_25%
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_rival_14.vcd" nodelay noscene
    }

    Rule crystalmaiden_KillIsEnemyEnchantressChance_25%_Rul e
    {
    criteria Kill Iscrystalmaiden IsEnemyEnchantress Chance_25%
    response crystalmaiden_KillIsEnemyEnchantressChance_25%
    }

    Response crystalmaiden_KillIsEnemyQueenofPainChance_25%
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_rival_15.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_rival_16.vcd" nodelay noscene
    }

    Rule crystalmaiden_KillIsEnemyQueenofPainChance_25%_Rul e
    {
    criteria Kill Iscrystalmaiden IsEnemyQueenofPain Chance_25%
    response crystalmaiden_KillIsEnemyQueenofPainChance_25%
    }

    Response crystalmaiden_KillIsEnemyJakiroChance_25%
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_rival_17.vcd" nodelay noscene
    }

    Rule crystalmaiden_KillIsEnemyJakiroChance_25%_Rule
    {
    criteria Kill Iscrystalmaiden IsEnemyJakiro Chance_25%
    response crystalmaiden_KillIsEnemyJakiroChance_25%
    }

    Response crystalmaiden_KillIsEnemyAncient_ApparitionChance_ 25%
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_rival_18.vcd" nodelay noscene
    }

    Rule crystalmaiden_KillIsEnemyAncient_ApparitionChance_ 25%_Rule
    {
    criteria Kill Iscrystalmaiden IsEnemyAncient_Apparition Chance_25%
    response crystalmaiden_KillIsEnemyAncient_ApparitionChance_ 25%
    }

    Response crystalmaiden_Respawn
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_respawn_01.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_respawn_02.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_respawn_03.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_respawn_04.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_respawn_05.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_respawn_06.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_respawn_07.vcd" nodelay noscene
    }

    Rule crystalmaiden_Respawn_Rule
    {
    criteria Respawn Iscrystalmaiden
    response crystalmaiden_Respawn
    }

    Response crystalmaiden_Select
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_rare_01.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_rare_02.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_rare_03.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_rare_04.vcd" nodelay noscene
    }



    Rule crystalmaiden_Select_Rule
    {
    criteria Select Iscrystalmaiden
    response crystalmaiden_Select
    }

    Response crystalmaiden_PurchaseIsExpensiveItem
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_purch_01.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_purch_02.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_purch_03.vcd" nodelay noscene
    }

    Rule crystalmaiden_PurchaseIsExpensiveItem_Rule
    {
    criteria Purchase Iscrystalmaiden IsExpensiveItem
    response crystalmaiden_PurchaseIsExpensiveItem
    }

    Response crystalmaiden_PurchaseIsBlinkDagger
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_blink_01.vcd" nodelay noscene speakonce
    scene "scenes/crystalmaiden/crystalmaiden_cm_blink_02.vcd" nodelay noscene speakonce
    }

    Rule crystalmaiden_PurchaseIsBlinkDagger_Rule
    {
    criteria Purchase Iscrystalmaiden IsBlinkDagger
    response crystalmaiden_PurchaseIsBlinkDagger
    }

    Response crystalmaiden_PurchaseIsBlackKingBar
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_item_01.vcd" nodelay noscene speakonce
    }

    Rule crystalmaiden_PurchaseIsBlackKingBar_Rule
    {
    criteria Purchase Iscrystalmaiden IsBlackKingBar
    response crystalmaiden_PurchaseIsBlackKingBar
    }

    Response crystalmaiden_PurchaseIsMekansm
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_item_02.vcd" nodelay noscene speakonce
    }

    Rule crystalmaiden_PurchaseIsMekansm_Rule
    {
    criteria Purchase Iscrystalmaiden IsMekansm
    response crystalmaiden_PurchaseIsMekansm
    }

    Response crystalmaiden_PurchaseIsSheepStick
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_item_03.vcd" nodelay noscene speakonce
    }

    Rule crystalmaiden_PurchaseIsSheepStick_Rule
    {
    criteria Purchase Iscrystalmaiden IsSheepStick
    response crystalmaiden_PurchaseIsSheepStick
    }

    Response crystalmaiden_PurchaseIsHeart
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_item_04.vcd" nodelay noscene speakonce
    }

    Rule crystalmaiden_PurchaseIsHeart_Rule
    {
    criteria Purchase Iscrystalmaiden IsHeart
    response crystalmaiden_PurchaseIsHeart
    }

    Response crystalmaiden_PurchaseIsForceStaff
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_item_05.vcd" nodelay noscene speakonce
    }

    Rule crystalmaiden_PurchaseIsForceStaff_Rule
    {
    criteria Purchase Iscrystalmaiden IsForceStaff
    response crystalmaiden_PurchaseIsForceStaff
    }

    Response crystalmaiden_PurchaseIsVeilofDiscord
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_item_07.vcd" nodelay noscene speakonce
    }

    Rule crystalmaiden_PurchaseIsVeilofDiscord_Rule
    {
    criteria Purchase Iscrystalmaiden IsVeilofDiscord
    response crystalmaiden_PurchaseIsVeilofDiscord
    }

    Response crystalmaiden_PurchaseIsUltimateScepter
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_sceptor_01.vcd" nodelay noscene speakonce
    scene "scenes/crystalmaiden/crystalmaiden_cm_sceptor_02.vcd" nodelay noscene speakonce
    }

    Rule crystalmaiden_PurchaseIsUltimateScepter_Rule
    {
    criteria Purchase Iscrystalmaiden IsUltimateScepter
    response crystalmaiden_PurchaseIsUltimateScepter
    }

    Response crystalmaiden_Immortality
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_immort_01.vcd" nodelay noscene
    }

    Rule crystalmaiden_Immortality_Rule
    {
    criteria Immortality Iscrystalmaiden
    response crystalmaiden_Immortality
    }

    Response crystalmaiden_ImmortalityChance_5%
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_immort_02.vcd" nodelay noscene
    }

    Rule crystalmaiden_ImmortalityChance_5%_Rule
    {
    criteria Immortality Iscrystalmaiden Chance_5%
    response crystalmaiden_ImmortalityChance_5%
    }

    Response crystalmaiden_MissingIsLaneTop
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_missing_lane_01.vcd" nodelay noscene
    }

    Rule crystalmaiden_MissingIsLaneTop_Rule
    {
    criteria Missing Iscrystalmaiden IsLaneTop
    response crystalmaiden_MissingIsLaneTop
    }

    Response crystalmaiden_MissingIsLaneMid
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_missing_lane_02.vcd" nodelay noscene
    }

    Rule crystalmaiden_MissingIsLaneMid_Rule
    {
    criteria Missing Iscrystalmaiden IsLaneMid
    response crystalmaiden_MissingIsLaneMid
    }

    Response crystalmaiden_MissingIsLaneBot
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_missing_lane_03.vcd" nodelay noscene
    }

    Rule crystalmaiden_MissingIsLaneBot_Rule
    {
    criteria Missing Iscrystalmaiden IsLaneBot
    response crystalmaiden_MissingIsLaneBot
    }

    Response crystalmaiden_Deny
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_deny_01.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_deny_02.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_deny_03.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_deny_04.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_deny_05.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_deny_06.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_deny_07.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_deny_08.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_deny_09.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_deny_10.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_deny_11.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_deny_12.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_deny_13.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_deny_14.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_deny_15.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_deny_16.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_deny_17.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_deny_18.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_deny_19.vcd" nodelay noscene
    }

    Rule crystalmaiden_Deny_Rule
    {
    criteria Deny Iscrystalmaiden
    response crystalmaiden_Deny
    }

    Response crystalmaiden_LastHit
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_lasthit_01.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_lasthit_02.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_lasthit_03.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_lasthit_04.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_lasthit_05.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_lasthit_06.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_lasthit_07.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_lasthit_08.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_lasthit_09.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_lasthit_10.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_lasthit_11.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_lasthit_12.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_lasthit_13.vcd" nodelay noscene
    }

    Rule crystalmaiden_LastHit_Rule
    {
    criteria LastHit Iscrystalmaiden
    response crystalmaiden_LastHit
    }

    Response crystalmaiden_Defeat
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_lose_01.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_lose_02.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_lose_03.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_lose_04.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_lose_05.vcd" nodelay noscene
    }

    Rule crystalmaiden_Defeat_Rule
    {
    criteria Defeat Iscrystalmaiden
    response crystalmaiden_Defeat
    }

    Response crystalmaiden_Victory
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_win_01.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_win_02.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_win_03.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_win_04.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_win_05.vcd" nodelay noscene
    }

    Rule crystalmaiden_Victory_Rule
    {
    criteria Victory Iscrystalmaiden
    response crystalmaiden_Victory
    }

    Response crystalmaiden_Bottling
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_bottle_01.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_bottle_02.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_bottle_03.vcd" nodelay noscene
    }

    Rule crystalmaiden_Bottling_Rule
    {
    criteria Bottling Iscrystalmaiden
    response crystalmaiden_Bottling
    }

    Response crystalmaiden_PowerupIsPowerupHaste
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_haste_01.vcd" nodelay noscene
    }

    Rule crystalmaiden_PowerupIsPowerupHaste_Rule
    {
    criteria Powerup Iscrystalmaiden IsPowerupHaste
    response crystalmaiden_PowerupIsPowerupHaste
    }

    Response crystalmaiden_PowerupIsPowerupHasteChance_25%
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_haste_02.vcd" nodelay noscene
    }

    Rule crystalmaiden_PowerupIsPowerupHasteChance_25%_Rule
    {
    criteria Powerup Iscrystalmaiden IsPowerupHaste Chance_25%
    response crystalmaiden_PowerupIsPowerupHasteChance_25%
    }

    Response crystalmaiden_PowerupIsPowerupDoubleDamage
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_doubdam_01.vcd" nodelay noscene
    }

    Rule crystalmaiden_PowerupIsPowerupDoubleDamage_Rule
    {
    criteria Powerup Iscrystalmaiden IsPowerupDoubleDamage
    response crystalmaiden_PowerupIsPowerupDoubleDamage
    }

    Response crystalmaiden_PowerupIsPowerupDoubleDamageChance_2 5%
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_doubdam_02.vcd" nodelay noscene
    }

    Rule crystalmaiden_PowerupIsPowerupDoubleDamageChance_2 5%_Rule
    {
    criteria Powerup Iscrystalmaiden IsPowerupDoubleDamage Chance_25%
    response crystalmaiden_PowerupIsPowerupDoubleDamageChance_2 5%
    }

    Response crystalmaiden_PowerupIsPowerupRegeneration
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_regen_01.vcd" nodelay noscene
    }

    Rule crystalmaiden_PowerupIsPowerupRegeneration_Rule
    {
    criteria Powerup Iscrystalmaiden IsPowerupRegeneration
    response crystalmaiden_PowerupIsPowerupRegeneration
    }

    Response crystalmaiden_PowerupIsPowerupIllusion
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_illus_01.vcd" nodelay noscene
    }

    Rule crystalmaiden_PowerupIsPowerupIllusion_Rule
    {
    criteria Powerup Iscrystalmaiden IsPowerupIllusion
    response crystalmaiden_PowerupIsPowerupIllusion
    }

    Response crystalmaiden_PowerupIsPowerupIllusionChance_5%
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_illus_02.vcd" nodelay noscene
    }

    Rule crystalmaiden_PowerupIsPowerupIllusionChance_5%_Ru le
    {
    criteria Powerup Iscrystalmaiden IsPowerupIllusion Chance_5%
    response crystalmaiden_PowerupIsPowerupIllusionChance_5%
    }

    Response crystalmaiden_PowerupIsPowerupInvisibility
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_invis_01.vcd" nodelay noscene
    }

    Rule crystalmaiden_PowerupIsPowerupInvisibility_Rule
    {
    criteria Powerup Iscrystalmaiden IsPowerupInvisibility
    response crystalmaiden_PowerupIsPowerupInvisibility
    }

    Response crystalmaiden_PowerupIsPowerupInvisibilityChance_2 5%
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_invis_03.vcd" nodelay noscene
    }

    Rule crystalmaiden_PowerupIsPowerupInvisibilityChance_2 5%_Rule
    {
    criteria Powerup Iscrystalmaiden IsPowerupInvisibility Chance_25%
    response crystalmaiden_PowerupIsPowerupInvisibilityChance_2 5%
    }

    Response crystalmaiden_Pain
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_pain_01.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_anger_02.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_anger_03.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_anger_04.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_anger_14.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_underattack_01.vcd" nodelay noscene
    }

    Rule crystalmaiden_Pain_Rule
    {
    criteria Pain Iscrystalmaiden
    response crystalmaiden_Pain
    }

    Response crystalmaiden_LevelUp
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_happy_02.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_happy_03.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_happy_04.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_happy_05.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_happy_06.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_laugh_02.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_laugh_03.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_levelup_01.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_levelup_02.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_levelup_03.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_levelup_04.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_levelup_05.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_levelup_06.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_levelup_07.vcd" nodelay noscene
    }

    Rule crystalmaiden_LevelUp_Rule
    {
    criteria LevelUp Iscrystalmaiden
    response crystalmaiden_LevelUp
    }

    Response crystalmaiden_InTheBag
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_inthebag_01.vcd" nodelay noscene
    }

    Rule crystalmaiden_InTheBag_Rule
    {
    criteria InTheBag Iscrystalmaiden
    response crystalmaiden_InTheBag
    }

    Response crystalmaiden_EmoteIsEmoteLaugh
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_laugh_01.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_laugh_02.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_laugh_03.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_laugh_04.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_laugh_05.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_laugh_06.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_laugh_07.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_laugh_08.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_laugh_09.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_laugh_10.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_laugh_11.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_laugh_12.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_laugh_13.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_laugh_14.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_laugh_15.vcd" nodelay noscene
    }

    Rule crystalmaiden_EmoteIsEmoteLaugh_Rule
    {
    criteria Emote Iscrystalmaiden IsEmoteLaugh
    response crystalmaiden_EmoteIsEmoteLaugh
    }

    Response crystalmaiden_EmoteIsEmoteAnger
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_anger_01.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_anger_02.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_anger_03.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_anger_04.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_anger_05.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_anger_06.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_anger_07.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_anger_08.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_anger_09.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_anger_10.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_anger_11.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_anger_12.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_anger_13.vcd" nodelay noscene
    scene "scenes/crystalmaiden/crystalmaiden_cm_anger_14.vcd" nodelay noscene
    }

    Rule crystalmaiden_EmoteIsEmoteAnger_Rule
    {
    criteria Emote Iscrystalmaiden IsEmoteAnger
    response crystalmaiden_EmoteIsEmoteAnger
    }

    Response crystalmaiden_AllyNearIsAllyLinaEarlyGame
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_ally_01.vcd" nodelay noscene speakonce
    }

    Rule crystalmaiden_AllyNearIsAllyLinaEarlyGame_Rule
    {
    criteria AllyNear Iscrystalmaiden IsAllyLina EarlyGame
    response crystalmaiden_AllyNearIsAllyLinaEarlyGame
    }

    Response crystalmaiden_AllyNearIsAllySvenEarlyGame
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_ally_05.vcd" nodelay noscene speakonce
    scene "scenes/crystalmaiden/crystalmaiden_cm_ally_06.vcd" nodelay noscene speakonce
    }

    Rule crystalmaiden_AllyNearIsAllySvenEarlyGame_Rule
    {
    criteria AllyNear Iscrystalmaiden IsAllySven EarlyGame
    response crystalmaiden_AllyNearIsAllySvenEarlyGame
    }

    Response crystalmaiden_AllyNearIsAllyJuggernautEarlyGame
    {
    scene "scenes/crystalmaiden/crystalmaiden_cm_ally_07.vcd" nodelay noscene speakonce
    }

    Rule crystalmaiden_AllyNearIsAllyJuggernautEarlyGame_Ru le
    {
    criteria AllyNear Iscrystalmaiden IsAllyJuggernaut EarlyGame
    response crystalmaiden_AllyNearIsAllyJuggernautEarlyGame
    }
    KoTL was updated with everything but Illuminate lines which seem to be absolute Richards, but Recall and Blinding Light actually have responses now:
    Response keeper_of_the_light_CastExecuteIsKeeperRecall
    {
    scene "scenes/keeper_of_the_light/keeper_of_the_light_keep_move_15.vcd" nodelay noscene
    scene "scenes/keeper_of_the_light/keeper_of_the_light_keep_move_17.vcd" nodelay noscene
    }

    Rule keeper_of_the_light_CastExecuteIsKeeperRecall_Rule
    {
    criteria CastExecute Iskeeper_of_the_light IsKeeperRecall
    response keeper_of_the_light_CastExecuteIsKeeperRecall
    }

    Response keeper_of_the_light_CastExecuteIsKeeperChakraChanc e_15%
    {
    scene "scenes/keeper_of_the_light/keeper_of_the_light_keep_chakramagic_02.vcd" nodelay noscene
    }

    Rule keeper_of_the_light_CastExecuteIsKeeperChakraChanc e_15%_Rule
    {
    criteria CastExecute Iskeeper_of_the_light IsKeeperChakra Chance_15%
    response keeper_of_the_light_CastExecuteIsKeeperChakraChanc e_15%
    }

    Response keeper_of_the_light_CastExecuteIsKeeperChakraChanc e_25%
    {
    scene "scenes/keeper_of_the_light/keeper_of_the_light_keep_chakramagic_03.vcd" nodelay noscene
    scene "scenes/keeper_of_the_light/keeper_of_the_light_keep_chakramagic_06.vcd" nodelay noscene
    }

    Rule keeper_of_the_light_CastExecuteIsKeeperChakraChanc e_25%_Rule
    {
    criteria CastExecute Iskeeper_of_the_light IsKeeperChakra Chance_25%
    response keeper_of_the_light_CastExecuteIsKeeperChakraChanc e_25%
    }

    Response keeper_of_the_light_CastExecuteIsKeeperBlindingLig htChance_15%
    {
    scene "scenes/keeper_of_the_light/keeper_of_the_light_keep_illuminate_02.vcd" nodelay noscene
    }

    Rule keeper_of_the_light_CastExecuteIsKeeperBlindingLig htChance_15%_Rule
    {
    criteria CastExecute Iskeeper_of_the_light IsKeeperBlindingLight Chance_15%
    response keeper_of_the_light_CastExecuteIsKeeperBlindingLig htChance_15%
    }

    Response keeper_of_the_light_CastExecuteIsKeeperManaLeakCha nce_25%
    {
    scene "scenes/keeper_of_the_light/keeper_of_the_light_keep_manaleak_01.vcd" nodelay noscene
    scene "scenes/keeper_of_the_light/keeper_of_the_light_keep_manaleak_02.vcd" nodelay noscene
    scene "scenes/keeper_of_the_light/keeper_of_the_light_keep_manaleak_03.vcd" nodelay noscene
    }

    Rule keeper_of_the_light_CastExecuteIsKeeperManaLeakCha nce_25%_Rule
    {
    criteria CastExecute Iskeeper_of_the_light IsKeeperManaLeak Chance_25%
    response keeper_of_the_light_CastExecuteIsKeeperManaLeakCha nce_25%
    }

    Response keeper_of_the_light_CastExecuteIsKeeperManaLeakCha nce_5%
    {
    scene "scenes/keeper_of_the_light/keeper_of_the_light_keep_manaleak_05.vcd" nodelay noscene
    }

    Rule keeper_of_the_light_CastExecuteIsKeeperManaLeakCha nce_5%_Rule
    {
    criteria CastExecute Iskeeper_of_the_light IsKeeperManaLeak Chance_5%
    response keeper_of_the_light_CastExecuteIsKeeperManaLeakCha nce_5%
    }

    Response keeper_of_the_light_CastExecuteIsKeeperSpiritForm
    {
    scene "scenes/keeper_of_the_light/keeper_of_the_light_keep_spiritform_01.vcd" nodelay noscene
    scene "scenes/keeper_of_the_light/keeper_of_the_light_keep_spiritform_02.vcd" nodelay noscene
    scene "scenes/keeper_of_the_light/keeper_of_the_light_keep_spiritform_03.vcd" nodelay noscene
    scene "scenes/keeper_of_the_light/keeper_of_the_light_keep_spiritform_05.vcd" nodelay noscene
    scene "scenes/keeper_of_the_light/keeper_of_the_light_keep_spiritform_06.vcd" nodelay noscene
    }
    Lancer uses Spirit Lance and Dopplewalk responses now, and has plans for clone lines from Juxtapose and co.:
    Response phantom_lancer_CastExecuteIsPhantomLancerLance
    {
    scene "scenes/phantom_lancer/phantom_lancer_plance_ability_spiritlance_01.vcd" nodelay noscene
    scene "scenes/phantom_lancer/phantom_lancer_plance_ability_spiritlance_03.vcd" nodelay noscene
    scene "scenes/phantom_lancer/phantom_lancer_plance_ability_spiritlance_05.vcd" nodelay noscene
    scene "scenes/phantom_lancer/phantom_lancer_plance_ability_spiritlance_06.vcd" nodelay noscene
    scene "scenes/phantom_lancer/phantom_lancer_plance_ability_spiritlance_08.vcd" nodelay noscene
    }

    Rule phantom_lancer_CastExecuteIsPhantomLancerLance_Rul e
    {
    criteria CastExecute Isphantom_lancer IsPhantomLancerLance
    response phantom_lancer_CastExecuteIsPhantomLancerLance
    }

    Response phantom_lancer_CastExecuteIsPhantomLancerDoppelwal k
    {
    scene "scenes/phantom_lancer/phantom_lancer_plance_ability_doppelwalk_02.vcd" nodelay noscene
    scene "scenes/phantom_lancer/phantom_lancer_plance_ability_doppelwalk_03.vcd" nodelay noscene
    scene "scenes/phantom_lancer/phantom_lancer_plance_ability_doppelwalk_04.vcd" nodelay noscene
    scene "scenes/phantom_lancer/phantom_lancer_plance_ability_doppelwalk_05.vcd" nodelay noscene
    scene "scenes/phantom_lancer/phantom_lancer_plance_ability_doppelwalk_06.vcd" nodelay noscene
    }
    Visage was fully hooked up:
    Response visage_CastExecuteIsVisageGraveChillChance_50%
    {
    scene "scenes/visage/visage_visa_gravechill_04.vcd" nodelay noscene
    scene "scenes/visage/visage_visa_gravechill_05.vcd" nodelay noscene
    scene "scenes/visage/visage_visa_gravechill_21.vcd" nodelay noscene
    scene "scenes/visage/visage_visa_gravechill_22.vcd" nodelay noscene
    }

    Rule visage_CastExecuteIsVisageGraveChillChance_50%_Rul e
    {
    criteria CastExecute Isvisage IsVisageGraveChill Chance_50%
    response visage_CastExecuteIsVisageGraveChillChance_50%
    }

    Response visage_CastExecuteIsVisageGraveChillChance_25%
    {
    scene "scenes/visage/visage_visa_gravechill_14.vcd" nodelay noscene
    }

    Rule visage_CastExecuteIsVisageGraveChillChance_25%_Rul e
    {
    criteria CastExecute Isvisage IsVisageGraveChill Chance_25%
    response visage_CastExecuteIsVisageGraveChillChance_25%
    }

    Response visage_CastExecuteIsVisageSoulAssumption
    {
    scene "scenes/visage/visage_visa_gravechill_24.vcd" nodelay noscene
    scene "scenes/visage/visage_visa_gravechill_26.vcd" nodelay noscene
    scene "scenes/visage/visage_visa_gravechill_27.vcd" nodelay noscene
    scene "scenes/visage/visage_visa_gravechill_28.vcd" nodelay noscene
    scene "scenes/visage/visage_visa_gravechill_32.vcd" nodelay noscene
    }

    Rule visage_CastExecuteIsVisageSoulAssumption_Rule
    {
    criteria CastExecute Isvisage IsVisageSoulAssumption
    response visage_CastExecuteIsVisageSoulAssumption
    }

    Response visage_CastExecuteIsVisageSoulAssumptionChance_25%
    {
    scene "scenes/visage/visage_visa_soulassumption_01.vcd" nodelay noscene
    }

    Rule visage_CastExecuteIsVisageSoulAssumptionChance_25% _Rule
    {
    criteria CastExecute Isvisage IsVisageSoulAssumption Chance_25%
    response visage_CastExecuteIsVisageSoulAssumptionChance_25%
    }

    Response visage_CastExecuteIsVisageSoulAssumptionChance_15%
    {
    scene "scenes/visage/visage_visa_soulassumption_02.vcd" nodelay noscene
    scene "scenes/visage/visage_visa_soulassumption_07.vcd" nodelay noscene
    }

    Rule visage_CastExecuteIsVisageSoulAssumptionChance_15% _Rule
    {
    criteria CastExecute Isvisage IsVisageSoulAssumption Chance_15%
    response visage_CastExecuteIsVisageSoulAssumptionChance_15%
    }
    Aside from Cloak.

    Axe is also updated with CM, but the main possible change is that Blinkcull is kind of used... Or was it before?
    Response axe_KillIsCullingKillIsQuickBlinkKillChance_25%
    {
    scene "scenes/axe/axe_axe_blinkcull_02.vcd" nodelay noscene
    }

    Rule axe_KillIsCullingKillIsQuickBlinkKillChance_25%_Ru le
    {
    criteria Kill Isaxe IsCullingKill IsQuickBlinkKill Chance_25%
    response axe_KillIsCullingKillIsQuickBlinkKillChance_25%
    }


    Response axe_Kill
    {
    scene "scenes/axe/axe_axe_blinkcull_01.vcd" nodelay noscene
    scene "scenes/axe/axe_axe_blinkcull_03.vcd" nodelay noscene
    scene "scenes/axe/axe_axe_kill_01.vcd" nodelay noscene
    scene "scenes/axe/axe_axe_kill_02.vcd" nodelay noscene
    scene "scenes/axe/axe_axe_kill_03.vcd" nodelay noscene
    One more thing: you didn't include Silencer in your list. And not a single one of his spell lines is hooked up. Makes a bit of sense, but really.

    Glaives of Wisdom responses can be used for attacking.

    Curse of the Silent has 10 lines, 1-4 seem to be intended for using the spell, 5-7 are for kills with CotS, 8-10 are for mana fully drained by it. Or 5-10 is there for kills.

    All Int steal lines are perfectly usable - some as normal kill responses, and some as kills when Silencer recieves intellegence.

    Global Silence lines from 2 4 and from 6 to 9 seem fitting, 1, 5 and 10 rub me the wrong way. But that's just me.
    Last edited by 1337_n00b; 08-03-2012 at 09:47 AM.
    Heroes this user should seriously reconsider ever picking again.

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  10. #40
    Volunteer Moderator bu3ny's Avatar
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    Quote Originally Posted by 1337_n00b View Post
    KoTL was updated with everything but Illuminate lines which seem to be absolute Richards, but Recall and Blinding Light actually have responses now:


    Lancer uses Spirit Lance and Dopplewalk responses now, and has plans for clone lines from Juxtapose and co.:


    Visage was fully hooked up:

    Aside from Cloak.
    Nice to see that the lines get updated more often now.

    Quote Originally Posted by 1337_n00b View Post
    Axe is also updated with CM, but the main possible change is that Blinkcull is kind of used... Or was it before?
    It was before.
    |
    v
    Quote Originally Posted by 1337_n00b View Post
    A single blink kill line for Axe is used, though I myself have never heard it (I hardly ever get an Axe in my games):


    Quote Originally Posted by 1337_n00b View Post
    One more thing: you didn't include Silencer in your list. And not a single one of his spell lines is hooked up. Makes a bit of sense, but really.
    Well.. He was the last one to test that day, so I did it fast. He has a line built in his ulti ("Silence" (4th GS line)) and CotS ("Curse you" (3rd CotS line)). Unlike with the other heroes, I didn't check his spell lines.

    Quote Originally Posted by 1337_n00b View Post
    Glaives of Wisdom responses can be used for attacking.
    Makes sense.

    Quote Originally Posted by 1337_n00b View Post
    Curse of the Silent has 10 lines, 1-4 seem to be intended for using the spell, 5-7 are for kills with CotS, 8-10 are for mana fully drained by it. Or 5-10 is there for kills.
    Line 1, 2 and 4 make kinda no sense, because it's not a silence.
    Especially line 1 makes no sense at all. He says it like something bad will happen to the affected units when they cast, but it's the oppisite .-.
    It would make way more sense as a Pugna line for his Nether Ward.
    Agreeing with 5-7 and 8-10.

    Quote Originally Posted by 1337_n00b View Post
    All Int steal lines are perfectly usable - some as normal kill responses, and some as kills when Silencer recieves intellegence.
    Line 2, 4, 5, 6 and 7 could be used for gaining int. That'd be a really unique way to use the lines. He'd response to enemy heroes who just got killed while you were near to them.

    Quote Originally Posted by 1337_n00b View Post
    Global Silence lines from 2 4 and from 6 to 9 seem fitting, 1, 5 and 10 rub me the wrong way. But that's just me.
    Currently he uses 4th line for his ulti. The sound is built into the spell's sound.
    Please, just call me buny.

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