criterion "Isbane" "classname" "npc_dota_hero_bane" weight 5 required
criterion "IsEnemybane" "targetclassname" "npc_dota_hero_bane" weight 5 required
criterion "IsAllybane" "nearby_ally" "npc_dota_hero_bane" weight 5 required
criterion "IsEnfeeble" "abilityname" "bane_enfeeble" weight 5 required
criterion "IsBrainSap" "abilityname" "bane_brain_sap" weight 5 required
criterion "IsNightmare" "abilityname" "bane_nightmare" weight 5 required
criterion "IsFiendsGrip" "abilityname" "bane_fiends_grip" weight 5 required
criterion "IsBaneLoadoutSpawn" "special_spawn" "bane_loadout_spawn" weight 5 required

Response bane_Spawn
{
	scene "scenes/bane/bane_bane_spawn_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_spawn_03.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_spawn_05.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_spawn_07.vcd" nodelay noscene 
}

Rule bane_Spawn_Rule
{
	criteria Spawn Isbane 
	response bane_Spawn
}

Response bane_CustomIsGameStart
{
	scene "scenes/bane/bane_bane_spawn_06.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_battlebegins_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_battlebegins_02.vcd" nodelay noscene 
}

Rule bane_CustomIsGameStart_Rule
{
	criteria Custom Isbane IsGameStart
	response bane_CustomIsGameStart
}

Response bane_CustomIsBaneLoadoutSpawn
{
	scene "scenes/bane/bane_bane_spawn_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_spawn_03.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_spawn_05.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_spawn_06.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_spawn_07.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_spawn_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_spawn_04.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_move_16.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_attack_13.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_respawn_05.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_respawn_07.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_kill_05.vcd" nodelay noscene 
}

Rule bane_CustomIsBaneLoadoutSpawn_Rule
{
	criteria Custom Isbane IsBaneLoadoutSpawn
	response bane_CustomIsBaneLoadoutSpawn
}

Response bane_Move
{
	scene "scenes/bane/bane_bane_move_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_move_03.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_move_04.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_move_05.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_move_06.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_move_07.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_move_09.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_move_10.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_move_11.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_move_13.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_move_14.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_move_17.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_move_18.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_move_19.vcd" nodelay noscene 
}

Rule bane_Move_Rule
{
	criteria Move Isbane 
	response bane_Move
}

Response bane_Attack
{
	scene "scenes/bane/bane_bane_move_16.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_attack_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_attack_04.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_attack_07.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_attack_08.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_attack_09.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_attack_10.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_attack_11.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_attack_12.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_attack_13.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_attack_14.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_attack_15.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_attack_16.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_attack_17.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_attack_18.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_attack_19.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_attack_20.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_attack_21.vcd" nodelay noscene 
}

Rule bane_Attack_Rule
{
	criteria Attack Isbane 
	response bane_Attack
}

Response bane_CastOrder
{
	scene "scenes/bane/bane_bane_cast_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_cast_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_cast_03.vcd" nodelay noscene 
}

Rule bane_CastOrder_Rule
{
	criteria CastOrder Isbane 
	response bane_CastOrder
}

Response bane_CastExecuteIsEnfeebleChance_75%
{
	scene "scenes/bane/bane_bane_ability_enfeeble_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_enfeeble_04.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_enfeeble_05.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_enfeeble_06.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_enfeeble_07.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_enfeeble_08.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_enfeeble_09.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_enfeeble_10.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_enfeeble_11.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_enfeeble_12.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_enfeeble_13.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_enfeeble_14.vcd" nodelay noscene 
}

Rule bane_CastExecuteIsEnfeebleChance_75%_Rule
{
	criteria CastExecute Isbane IsEnfeeble Chance_75%
	response bane_CastExecuteIsEnfeebleChance_75%
}

Response bane_CastExecuteIsBrainSapChance_75%
{
	scene "scenes/bane/bane_bane_ability_brainsap_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_brainsap_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_brainsap_03.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_brainsap_04.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_brainsap_05.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_brainsap_06.vcd" nodelay noscene 
}

Rule bane_CastExecuteIsBrainSapChance_75%_Rule
{
	criteria CastExecute Isbane IsBrainSap Chance_75%
	response bane_CastExecuteIsBrainSapChance_75%
}

Response bane_CastExecuteIsNightmare
{
	scene "scenes/bane/bane_bane_ability_nightmare_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_nightmare_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_nightmare_03.vcd" nodelay noscene 
}

Rule bane_CastExecuteIsNightmare_Rule
{
	criteria CastExecute Isbane IsNightmare
	response bane_CastExecuteIsNightmare
}

Response bane_CastExecuteIsFiendsGrip
{
	scene "scenes/bane/bane_bane_ability_fiendsgrip_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_fiendsgrip_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_fiendsgrip_03.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_fiendsgrip_04.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_fiendsgrip_05.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_fiendsgrip_06.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_ability_fiendsgrip_07.vcd" nodelay noscene 
}

Rule bane_CastExecuteIsFiendsGrip_Rule
{
	criteria CastExecute Isbane IsFiendsGrip
	response bane_CastExecuteIsFiendsGrip
}

Response bane_Death
{
	scene "scenes/bane/bane_bane_death_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_death_03.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_death_04.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_death_05.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_death_06.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_death_07.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_death_08.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_death_09.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_death_10.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_death_11.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_death_12.vcd" nodelay noscene 
}

Rule bane_Death_Rule
{
	criteria Death Isbane 
	response bane_Death
}

Response bane_DeathIsReincarnating
{
	scene "scenes/bane/bane_bane_laugh_05.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_laugh_07.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_fastres_01.vcd" nodelay noscene 
}

Rule bane_DeathIsReincarnating_Rule
{
	criteria Death Isbane IsReincarnating
	response bane_DeathIsReincarnating
}

Response bane_Kill
{
	scene "scenes/bane/bane_bane_kill_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_kill_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_kill_03.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_kill_04.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_kill_05.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_kill_06.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_kill_07.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_kill_08.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_kill_09.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_kill_10.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_kill_11.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_kill_12.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_kill_13.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_kill_14.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_kill_15.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_laugh_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_laugh_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_laugh_03.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_laugh_04.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_laugh_06.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_laugh_08.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_laugh_09.vcd" nodelay noscene 
}

Rule bane_Kill_Rule
{
	criteria Kill Isbane 
	response bane_Kill
}

Response bane_KillIsEnemyNight_StalkerChance_35%
{
	scene "scenes/bane/bane_bane_rival_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_rival_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_rival_03.vcd" nodelay noscene 
}

Rule bane_KillIsEnemyNight_StalkerChance_35%_Rule
{
	criteria Kill Isbane IsEnemyNight_Stalker Chance_35%
	response bane_KillIsEnemyNight_StalkerChance_35%
}

Response bane_KillIsEnemyNaga_SirenChance_35%
{
	scene "scenes/bane/bane_bane_rival_04.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_rival_05.vcd" nodelay noscene 
}

Rule bane_KillIsEnemyNaga_SirenChance_35%_Rule
{
	criteria Kill Isbane IsEnemyNaga_Siren Chance_35%
	response bane_KillIsEnemyNaga_SirenChance_35%
}

Response bane_KillIsEnemyMorphlingChance_35%
{
	scene "scenes/bane/bane_bane_rival_06.vcd" nodelay noscene 
}

Rule bane_KillIsEnemyMorphlingChance_35%_Rule
{
	criteria Kill Isbane IsEnemyMorphling Chance_35%
	response bane_KillIsEnemyMorphlingChance_35%
}

Response bane_KillIsEnemyAncient_ApparitionChance_35%
{
	scene "scenes/bane/bane_bane_rival_07.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_rival_08.vcd" nodelay noscene 
}

Rule bane_KillIsEnemyAncient_ApparitionChance_35%_Rule
{
	criteria Kill Isbane IsEnemyAncient_Apparition Chance_35%
	response bane_KillIsEnemyAncient_ApparitionChance_35%
}

Response bane_KillIsEnemyPuckChance_35%
{
	scene "scenes/bane/bane_bane_rival_09.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_rival_10.vcd" nodelay noscene 
}

Rule bane_KillIsEnemyPuckChance_35%_Rule
{
	criteria Kill Isbane IsEnemyPuck Chance_35%
	response bane_KillIsEnemyPuckChance_35%
}

Response bane_KillIsEnemyAntimageChance_35%
{
	scene "scenes/bane/bane_bane_rival_11.vcd" nodelay noscene 
}

Rule bane_KillIsEnemyAntimageChance_35%_Rule
{
	criteria Kill Isbane IsEnemyAntimage Chance_35%
	response bane_KillIsEnemyAntimageChance_35%
}

Response bane_KillIsEnemyTidehunterChance_35%
{
	scene "scenes/bane/bane_bane_rival_12.vcd" nodelay noscene 
}

Rule bane_KillIsEnemyTidehunterChance_35%_Rule
{
	criteria Kill Isbane IsEnemyTidehunter Chance_35%
	response bane_KillIsEnemyTidehunterChance_35%
}

Response bane_KillIsEnemyQueenofPainChance_35%
{
	scene "scenes/bane/bane_bane_rival_13.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_rival_14.vcd" nodelay noscene 
}

Rule bane_KillIsEnemyQueenofPainChance_35%_Rule
{
	criteria Kill Isbane IsEnemyQueenofPain Chance_35%
	response bane_KillIsEnemyQueenofPainChance_35%
}

Response bane_KillIsEnemyLionChance_35%
{
	scene "scenes/bane/bane_bane_rival_15.vcd" nodelay noscene 
}

Rule bane_KillIsEnemyLionChance_35%_Rule
{
	criteria Kill Isbane IsEnemyLion Chance_35%
	response bane_KillIsEnemyLionChance_35%
}

Response bane_KillIsEnemyTinkerChance_35%
{
	scene "scenes/bane/bane_bane_rival_16.vcd" nodelay noscene 
}

Rule bane_KillIsEnemyTinkerChance_35%_Rule
{
	criteria Kill Isbane IsEnemyTinker Chance_35%
	response bane_KillIsEnemyTinkerChance_35%
}

Response bane_KillIsEnemyTreantChance_35%
{
	scene "scenes/bane/bane_bane_rival_17.vcd" nodelay noscene 
}

Rule bane_KillIsEnemyTreantChance_35%_Rule
{
	criteria Kill Isbane IsEnemyTreant Chance_35%
	response bane_KillIsEnemyTreantChance_35%
}

Response bane_KillIsEnemySilencerChance_35%
{
	scene "scenes/bane/bane_bane_rival_18.vcd" nodelay noscene 
}

Rule bane_KillIsEnemySilencerChance_35%_Rule
{
	criteria Kill Isbane IsEnemySilencer Chance_35%
	response bane_KillIsEnemySilencerChance_35%
}

Response bane_KillIsEnemyKunkkaChance_35%
{
	scene "scenes/bane/bane_bane_rival_19.vcd" nodelay noscene 
}

Rule bane_KillIsEnemyKunkkaChance_35%_Rule
{
	criteria Kill Isbane IsEnemyKunkka Chance_35%
	response bane_KillIsEnemyKunkkaChance_35%
}

Response bane_KillIsEnemyDeath_ProphetChance_35%
{
	scene "scenes/bane/bane_bane_rival_20.vcd" nodelay noscene 
}

Rule bane_KillIsEnemyDeath_ProphetChance_35%_Rule
{
	criteria Kill Isbane IsEnemyDeath_Prophet Chance_35%
	response bane_KillIsEnemyDeath_ProphetChance_35%
}

Response bane_KillIsFirstBlood
{
	scene "scenes/bane/bane_bane_firstblood_01.vcd" nodelay noscene 
}

Rule bane_KillIsFirstBlood_Rule
{
	criteria Kill Isbane IsFirstBlood
	response bane_KillIsFirstBlood
}

Response bane_Respawn
{
	scene "scenes/bane/bane_bane_respawn_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_respawn_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_respawn_03.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_respawn_04.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_respawn_05.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_respawn_06.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_respawn_07.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_respawn_08.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_respawn_09.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_respawn_10.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_respawn_11.vcd" nodelay noscene 
}

Rule bane_Respawn_Rule
{
	criteria Respawn Isbane 
	response bane_Respawn
}

Response bane_Select
{
	scene "scenes/bane/bane_bane_rare_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_rare_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_rare_03.vcd" nodelay noscene 
}

Rule bane_Select_Rule
{
	criteria Select Isbane 
	response bane_Select
}

Response bane_PurchaseIsExpensiveItem
{
	scene "scenes/bane/bane_bane_purch_01.vcd" nodelay noscene speakonce
	scene "scenes/bane/bane_bane_purch_02.vcd" nodelay noscene speakonce
	scene "scenes/bane/bane_bane_purch_03.vcd" nodelay noscene speakonce
	scene "scenes/bane/bane_bane_purch_04.vcd" nodelay noscene speakonce
}

Rule bane_PurchaseIsExpensiveItem_Rule
{
	criteria Purchase Isbane IsExpensiveItem
	response bane_PurchaseIsExpensiveItem
}

Response bane_PurchaseIsBlinkDagger
{
	scene "scenes/bane/bane_bane_blink_01.vcd" nodelay noscene speakonce
	scene "scenes/bane/bane_bane_blink_02.vcd" nodelay noscene speakonce
}

Rule bane_PurchaseIsBlinkDagger_Rule
{
	criteria Purchase Isbane IsBlinkDagger
	response bane_PurchaseIsBlinkDagger
}

Response bane_PurchaseIsBlinkDaggerChance_1%
{
	scene "scenes/bane/bane_bane_blink_03.vcd" nodelay noscene speakonce
}

Rule bane_PurchaseIsBlinkDaggerChance_1%_Rule
{
	criteria Purchase Isbane IsBlinkDagger Chance_1%
	response bane_PurchaseIsBlinkDaggerChance_1%
}

Response bane_PurchaseIsUltimateScepter
{
	scene "scenes/bane/bane_bane_scepter_01.vcd" nodelay noscene speakonce
	scene "scenes/bane/bane_bane_scepter_02.vcd" nodelay noscene speakonce
}

Rule bane_PurchaseIsUltimateScepter_Rule
{
	criteria Purchase Isbane IsUltimateScepter
	response bane_PurchaseIsUltimateScepter
}

Response bane_PurchaseIsNecronomicon
{
	scene "scenes/bane/bane_bane_item_01.vcd" nodelay noscene speakonce
	scene "scenes/bane/bane_bane_item_02.vcd" nodelay noscene speakonce
}

Rule bane_PurchaseIsNecronomicon_Rule
{
	criteria Purchase Isbane IsNecronomicon
	response bane_PurchaseIsNecronomicon
}

Response bane_PurchaseIsSheepStick
{
	scene "scenes/bane/bane_bane_item_03.vcd" nodelay noscene speakonce
}

Rule bane_PurchaseIsSheepStick_Rule
{
	criteria Purchase Isbane IsSheepStick
	response bane_PurchaseIsSheepStick
}

Response bane_PurchaseIsBlackKingBar
{
	scene "scenes/bane/bane_bane_item_04.vcd" nodelay noscene speakonce
}

Rule bane_PurchaseIsBlackKingBar_Rule
{
	criteria Purchase Isbane IsBlackKingBar
	response bane_PurchaseIsBlackKingBar
}

Response bane_PurchaseIsEulScepter
{
	scene "scenes/bane/bane_bane_item_05.vcd" nodelay noscene speakonce
}

Rule bane_PurchaseIsEulScepter_Rule
{
	criteria Purchase Isbane IsEulScepter
	response bane_PurchaseIsEulScepter
}

Response bane_Immortality
{
	scene "scenes/bane/bane_bane_immort_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_immort_03.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_immort_04.vcd" nodelay noscene 
}

Rule bane_Immortality_Rule
{
	criteria Immortality Isbane 
	response bane_Immortality
}

Response bane_ImmortalityChance_25%
{
	scene "scenes/bane/bane_bane_immort_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_immort_05.vcd" nodelay noscene 
}

Rule bane_ImmortalityChance_25%_Rule
{
	criteria Immortality Isbane Chance_25%
	response bane_ImmortalityChance_25%
}

Response bane_Deny
{
	scene "scenes/bane/bane_bane_deny_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_deny_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_deny_04.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_deny_05.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_deny_06.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_deny_07.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_deny_08.vcd" nodelay noscene 
}

Rule bane_Deny_Rule
{
	criteria Deny Isbane 
	response bane_Deny
}

Response bane_LastHit
{
	scene "scenes/bane/bane_bane_lasthit_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_lasthit_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_lasthit_03.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_lasthit_04.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_lasthit_07.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_lasthit_08.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_lasthit_09.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_lasthit_10.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_lasthit_11.vcd" nodelay noscene 
}

Rule bane_LastHit_Rule
{
	criteria LastHit Isbane 
	response bane_LastHit
}

Response bane_Defeat
{
	scene "scenes/bane/bane_bane_lose_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_lose_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_lose_03.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_lose_04.vcd" nodelay noscene 
}

Rule bane_Defeat_Rule
{
	criteria Defeat Isbane 
	response bane_Defeat
}

Response bane_Victory
{
	scene "scenes/bane/bane_bane_win_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_win_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_win_03.vcd" nodelay noscene 
}

Rule bane_Victory_Rule
{
	criteria Victory Isbane 
	response bane_Victory
}

Response bane_Bottling
{
	scene "scenes/bane/bane_bane_bottle_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_bottle_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_bottle_03.vcd" nodelay noscene 
}

Rule bane_Bottling_Rule
{
	criteria Bottling Isbane 
	response bane_Bottling
}

Response bane_PowerupIsPowerupHaste
{
	scene "scenes/bane/bane_bane_haste_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_haste_03.vcd" nodelay noscene 
}

Rule bane_PowerupIsPowerupHaste_Rule
{
	criteria Powerup Isbane IsPowerupHaste
	response bane_PowerupIsPowerupHaste
}

Response bane_PowerupIsPowerupHasteChance_25%
{
	scene "scenes/bane/bane_bane_haste_02.vcd" nodelay noscene 
}

Rule bane_PowerupIsPowerupHasteChance_25%_Rule
{
	criteria Powerup Isbane IsPowerupHaste Chance_25%
	response bane_PowerupIsPowerupHasteChance_25%
}

Response bane_PowerupIsPowerupBounty
{
	scene "scenes/bane/bane_bane_lasthit_12.vcd" nodelay noscene respeakdelay 300
}

Rule bane_PowerupIsPowerupBounty_Rule
{
	criteria Powerup Isbane IsPowerupBounty
	response bane_PowerupIsPowerupBounty
}

Response bane_PowerupIsPowerupArcaneChance_10%
{
	scene "scenes/bane/bane_bane_lasthit_05.vcd" nodelay noscene speakonce
}

Rule bane_PowerupIsPowerupArcaneChance_10%_Rule
{
	criteria Powerup Isbane IsPowerupArcane Chance_10%
	response bane_PowerupIsPowerupArcaneChance_10%
}

Response bane_PowerupIsPowerupArcane
{
	scene "scenes/bane/bane_bane_laugh_02.vcd" nodelay noscene respeakdelay 300
}

Rule bane_PowerupIsPowerupArcane_Rule
{
	criteria Powerup Isbane IsPowerupArcane
	response bane_PowerupIsPowerupArcane
}

Response bane_PowerupIsPowerupDoubleDamage
{
	scene "scenes/bane/bane_bane_doubdam_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_doubdam_03.vcd" nodelay noscene 
}

Rule bane_PowerupIsPowerupDoubleDamage_Rule
{
	criteria Powerup Isbane IsPowerupDoubleDamage
	response bane_PowerupIsPowerupDoubleDamage
}

Response bane_PowerupIsPowerupDoubleDamageChance_25%
{
	scene "scenes/bane/bane_bane_doubdam_02.vcd" nodelay noscene 
}

Rule bane_PowerupIsPowerupDoubleDamageChance_25%_Rule
{
	criteria Powerup Isbane IsPowerupDoubleDamage Chance_25%
	response bane_PowerupIsPowerupDoubleDamageChance_25%
}

Response bane_PowerupIsPowerupRegeneration
{
	scene "scenes/bane/bane_bane_regen_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_regen_03.vcd" nodelay noscene 
}

Rule bane_PowerupIsPowerupRegeneration_Rule
{
	criteria Powerup Isbane IsPowerupRegeneration
	response bane_PowerupIsPowerupRegeneration
}

Response bane_PowerupIsPowerupIllusion
{
	scene "scenes/bane/bane_bane_illus_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_illus_03.vcd" nodelay noscene 
}

Rule bane_PowerupIsPowerupIllusion_Rule
{
	criteria Powerup Isbane IsPowerupIllusion
	response bane_PowerupIsPowerupIllusion
}

Response bane_PowerupIsPowerupInvisibility
{
	scene "scenes/bane/bane_bane_invis_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_invis_03.vcd" nodelay noscene 
}

Rule bane_PowerupIsPowerupInvisibility_Rule
{
	criteria Powerup Isbane IsPowerupInvisibility
	response bane_PowerupIsPowerupInvisibility
}

Response bane_PowerupIsPowerupInvisibilityChance_25%
{
	scene "scenes/bane/bane_bane_invis_02.vcd" nodelay noscene 
}

Rule bane_PowerupIsPowerupInvisibilityChance_25%_Rule
{
	criteria Powerup Isbane IsPowerupInvisibility Chance_25%
	response bane_PowerupIsPowerupInvisibilityChance_25%
}

Response bane_LevelUp
{
	scene "scenes/bane/bane_bane_level_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_level_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_level_03.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_level_04.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_level_05.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_level_07.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_level_08.vcd" nodelay noscene 
}

Rule bane_LevelUp_Rule
{
	criteria LevelUp Isbane 
	response bane_LevelUp
}

Response bane_ItemDropIsUltraRareDrop
{
	scene "scenes/bane/bane_bane_level_06.vcd" nodelay noscene 
}

Rule bane_ItemDropIsUltraRareDrop_Rule
{
	criteria ItemDrop Isbane IsUltraRareDrop
	response bane_ItemDropIsUltraRareDrop
}

Response bane_ItemDropIsCommonDrop
{
	scene "scenes/bane/bane_bane_happy_01.vcd" nodelay noscene 
}

Rule bane_ItemDropIsCommonDrop_Rule
{
	criteria ItemDrop Isbane IsCommonDrop
	response bane_ItemDropIsCommonDrop
}

Response bane_ItemDropIsRareDrop
{
	scene "scenes/bane/bane_bane_happy_02.vcd" nodelay noscene 
}

Rule bane_ItemDropIsRareDrop_Rule
{
	criteria ItemDrop Isbane IsRareDrop
	response bane_ItemDropIsRareDrop
}

Response bane_Pain
{
	scene "scenes/bane/bane_bane_pain_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_pain_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_pain_03.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_pain_04.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_pain_05.vcd" nodelay noscene 
}

Rule bane_Pain_Rule
{
	criteria Pain Isbane 
	response bane_Pain
}

Response bane_PainChance_25%
{
	scene "scenes/bane/bane_bane_underattack_01.vcd" nodelay noscene respeakdelay 120
}

Rule bane_PainChance_25%_Rule
{
	criteria Pain Isbane Chance_25%
	response bane_PainChance_25%
}

Response bane_CooldownLittleNag
{
	scene "scenes/bane/bane_bane_notyet_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_notyet_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_notyet_03.vcd" nodelay noscene 
}

Rule bane_CooldownLittleNag_Rule
{
	criteria Cooldown Isbane LittleNag
	response bane_CooldownLittleNag
}

Response bane_CooldownMediumNag
{
	scene "scenes/bane/bane_bane_notyet_04.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_notyet_05.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_notyet_06.vcd" nodelay noscene 
}

Rule bane_CooldownMediumNag_Rule
{
	criteria Cooldown Isbane MediumNag
	response bane_CooldownMediumNag
}

Response bane_CooldownSuperNag
{
	scene "scenes/bane/bane_bane_notyet_07.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_notyet_08.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_notyet_09.vcd" nodelay noscene 
}

Rule bane_CooldownSuperNag_Rule
{
	criteria Cooldown Isbane SuperNag
	response bane_CooldownSuperNag
}

Response bane_NoManaMediumNag
{
	scene "scenes/bane/bane_bane_nomana_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_nomana_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_nomana_03.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_nomana_07.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_nomana_08.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_nomana_09.vcd" nodelay noscene 
}

Rule bane_NoManaMediumNag_Rule
{
	criteria NoMana Isbane MediumNag
	response bane_NoManaMediumNag
}

Response bane_NoManaSuperNag
{
	scene "scenes/bane/bane_bane_nomana_04.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_nomana_05.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_nomana_06.vcd" nodelay noscene 
}

Rule bane_NoManaSuperNag_Rule
{
	criteria NoMana Isbane SuperNag
	response bane_NoManaSuperNag
}

Response bane_NoManaLittleNag
{
	scene "scenes/bane/bane_bane_nomana_10.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_nomana_11.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_nomana_12.vcd" nodelay noscene 
}

Rule bane_NoManaLittleNag_Rule
{
	criteria NoMana Isbane LittleNag
	response bane_NoManaLittleNag
}

Response bane_InTheBag
{
	scene "scenes/bane/bane_bane_inthebag_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_inthebag_02.vcd" nodelay noscene 
}

Rule bane_InTheBag_Rule
{
	criteria InTheBag Isbane 
	response bane_InTheBag
}

Response bane_Thanks
{
	scene "scenes/bane/bane_bane_thanks_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_thanks_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_thanks_03.vcd" nodelay noscene 
}

Rule bane_Thanks_Rule
{
	criteria Thanks Isbane 
	response bane_Thanks
}

Response bane_MissingIsLaneTop
{
	scene "scenes/bane/bane_bane_missing_lane_01.vcd" nodelay noscene 
}

Rule bane_MissingIsLaneTop_Rule
{
	criteria Missing Isbane IsLaneTop
	response bane_MissingIsLaneTop
}

Response bane_MissingIsLaneMid
{
	scene "scenes/bane/bane_bane_missing_lane_02.vcd" nodelay noscene 
}

Rule bane_MissingIsLaneMid_Rule
{
	criteria Missing Isbane IsLaneMid
	response bane_MissingIsLaneMid
}

Response bane_MissingIsLaneBot
{
	scene "scenes/bane/bane_bane_missing_lane_03.vcd" nodelay noscene 
}

Rule bane_MissingIsLaneBot_Rule
{
	criteria Missing Isbane IsLaneBot
	response bane_MissingIsLaneBot
}

Response bane_EmoteIsEmoteLaugh
{
	scene "scenes/bane/bane_bane_laugh_01.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_laugh_02.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_laugh_03.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_laugh_04.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_laugh_05.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_laugh_06.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_laugh_07.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_laugh_08.vcd" nodelay noscene 
	scene "scenes/bane/bane_bane_laugh_09.vcd" nodelay noscene 
}

Rule bane_EmoteIsEmoteLaugh_Rule
{
	criteria Emote Isbane IsEmoteLaugh
	response bane_EmoteIsEmoteLaugh
}

