text: 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
  }
  
  