//============================================================================================================
// Grigori criteria
criterion "IsGrigori" "classname" "npc_monk" "required"
//============================================================================================================

//============================================================================================================
// Grigori Idle speech
//============================================================================================================
response "GrigoriTalkIdle"
{
 scene "scenes/ravenholm/monk_rant01.vcd"
 scene "scenes/ravenholm/monk_rant02.vcd"
 scene "scenes/ravenholm/monk_rant03.vcd"
 scene "scenes/ravenholm/monk_rant04.vcd"
 scene "scenes/ravenholm/monk_rant05.vcd"
 scene "scenes/ravenholm/monk_rant06.vcd"
 scene "scenes/ravenholm/monk_rant07.vcd"
 scene "scenes/ravenholm/monk_rant08.vcd"
 scene "scenes/ravenholm/monk_rant09.vcd"
 scene "scenes/ravenholm/monk_rant10.vcd"
 scene "scenes/ravenholm/monk_rant11.vcd"
 scene "scenes/ravenholm/monk_rant12.vcd"
 scene "scenes/ravenholm/monk_rant13.vcd"
 scene "scenes/ravenholm/monk_rant14.vcd"
 scene "scenes/ravenholm/monk_rant15.vcd"
 scene "scenes/ravenholm/monk_rant16.vcd"
 scene "scenes/ravenholm/monk_rant17.vcd"
 scene "scenes/ravenholm/monk_rant18.vcd"
 scene "scenes/ravenholm/monk_rant19.vcd"
 scene "scenes/ravenholm/monk_rant20.vcd"
 scene "scenes/ravenholm/monk_rant21.vcd"
 scene "scenes/ravenholm/monk_rant22.vcd"
 scene "scenes/ravenholm/madlaugh01.vcd"
 scene "scenes/ravenholm/madlaugh02.vcd"
 scene "scenes/ravenholm/madlaugh03.vcd"
 scene "scenes/ravenholm/madlaugh04.vcd"
}
 
rule GrigoriTalkIdle
{
 criteria      IsGrigori ConceptTalkIdle NPCIdle
 response  	GrigoriTalkIdle
}
//---------------------



//Mourning Conversation
response "GrigoriMourn"
{
	scene "scenes/ravenholm/monk_mourn01.vcd"
	scene "scenes/ravenholm/monk_mourn02.vcd"
	scene "scenes/ravenholm/monk_mourn03.vcd"
	scene "scenes/ravenholm/monk_mourn04.vcd"
	scene "scenes/ravenholm/monk_mourn05.vcd"
	scene "scenes/ravenholm/monk_mourn06.vcd"
	scene "scenes/ravenholm/monk_mourn07.vcd"

}
rule GrigoriMourn
{
	criteria IsGrigori ConceptTalkIdle PlayerDead
	response GrigoriMourn
}


//----------------------------------------------------------------------------
response "GrigoriDeath"
{
//	scene "scenes/ravenholm/monk_death01.vcd"
//	scene "scenes/ravenholm/monk_death02.vcd"
//	scene "scenes/ravenholm/monk_death03.vcd"
//	scene "scenes/ravenholm/monk_death04.vcd"
//	scene "scenes/ravenholm/monk_death05.vcd"
//	scene "scenes/ravenholm/monk_death06.vcd"
	scene "scenes/ravenholm/monk_death07.vcd"
}
rule GrigoriDeath
{
	criteria IsGrigori ConceptTalkDeath
	response GrigoriDeath
}


//----------------------------------------------------------------------------
response "GrigoriHelpMe"
{
	scene "scenes/ravenholm/monk_helpme01.vcd" defaultdelay
	scene "scenes/ravenholm/monk_helpme02.vcd" defaultdelay
	scene "scenes/ravenholm/monk_helpme03.vcd" defaultdelay
	scene "scenes/ravenholm/monk_helpme04.vcd" defaultdelay
	scene "scenes/ravenholm/monk_helpme05.vcd" defaultdelay
	scene "scenes/ravenholm/monk_coverme01.vcd" defaultdelay
	scene "scenes/ravenholm/monk_coverme02.vcd" defaultdelay
	scene "scenes/ravenholm/monk_coverme03.vcd" defaultdelay
	scene "scenes/ravenholm/monk_coverme04.vcd" defaultdelay
	scene "scenes/ravenholm/monk_coverme05.vcd" defaultdelay
	scene "scenes/ravenholm/monk_coverme06.vcd" defaultdelay
}
rule GrigoriHelpMe
{
	criteria IsGrigori ConceptTalkHelpMe
	response GrigoriHelpMe
}


//----------------------------------------------------------------------------
response "GrigoriDanger"
{
	scene "scenes/ravenholm/monk_danger01.vcd"
	scene "scenes/ravenholm/monk_danger02.vcd"
	scene "scenes/ravenholm/monk_danger03.vcd"
}
rule GrigoriDanger
{
	criteria IsGrigori ConceptTalkDanger
	response GrigoriDanger
}




//----------------------------------------------------------------------------
response "GrigoriHeal"
{
	scene "scenes/ravenholm/monk_givehealth01.vcd" delay 1


}

rule GrigoriHeal
{
	criteria		IsGrigori ConceptTalkHeal
	response		GrigoriHeal
}
//---------------------------
response "GrigoriGiveAmmo"
{
	scene "scenes/ravenholm/monk_giveammo01.vcd" delay 1

}

rule GrigoriGiveAmmo
{
	criteria		IsGrigori ConceptTalkGiveAmmo
	response		GrigoriGiveAmmo
}

//============================================================================================================
// Grigori Combat speech
//============================================================================================================
response "GrigoriAttacking" 
{
	scene "scenes/ravenholm/engage01.vcd"
	scene "scenes/ravenholm/engage02.vcd"
	scene "scenes/ravenholm/engage03.vcd"
	scene "scenes/ravenholm/engage04.vcd"
	scene "scenes/ravenholm/engage05.vcd"
	scene "scenes/ravenholm/engage06.vcd"
	scene "scenes/ravenholm/engage07.vcd"
	scene "scenes/ravenholm/engage08.vcd"
	scene "scenes/ravenholm/engage09.vcd"

}

rule GrigoriAttacking
{
	criteria		IsGrigori ConceptTalkAttacking
	response		GrigoriAttacking
}

//============================================================================================================
// Grigori Reloads Weapon
//============================================================================================================
//response "" 
//{
//	scene "scenes/ravenholm/monk_coverme01.vcd"
//
//}
//
//rule 
//{
//	criteria		
//	response		
//}
//============================================================================================================
// Grigori Reminds Player to Reload
//============================================================================================================
//response "" 
//{
//	scene "scenes/ravenholm/monk_reload01.vcd"
//
//}
//
//rule 
//{
//	criteria		
//	response		
//}



//------------------------------------------------------------------------------------------------------------
response "GrigoriWounded"
{
	scene "scenes/ravenholm/monk_pain01.vcd"
	scene "scenes/ravenholm/monk_pain02.vcd"
	scene "scenes/ravenholm/monk_pain03.vcd"
	scene "scenes/ravenholm/monk_pain04.vcd"
	scene "scenes/ravenholm/monk_pain05.vcd"
	scene "scenes/ravenholm/monk_pain06.vcd"
	scene "scenes/ravenholm/monk_pain07.vcd"
	scene "scenes/ravenholm/monk_pain08.vcd"
	scene "scenes/ravenholm/monk_pain09.vcd"
	scene "scenes/ravenholm/monk_pain10.vcd"
	scene "scenes/ravenholm/monk_pain11.vcd"

}

rule CitizenWounded
{
	criteria		IsGrigori  ConceptTalkWound
	response		GrigoriWounded
}
//------------------------------------------------------------------------------------------------------------
response "GrigoriWatchOut"
{
	scene "scenes/ravenholm/monk_blocked01.vcd"
	scene "scenes/ravenholm/monk_blocked02.vcd"
	scene "scenes/ravenholm/monk_blocked03.vcd"

}

rule CitizenWatchOut
{
	criteria		IsGrigori  ConceptTalkWatchout
	response		GrigoriWatchout
}
//------------------------------------------------------------------------------------------------------------
response "GrigoriEnemyDead"
{
	scene "scenes/ravenholm/monk_kill01.vcd"
	scene "scenes/ravenholm/monk_kill02.vcd"
	scene "scenes/ravenholm/monk_kill03.vcd"
	scene "scenes/ravenholm/monk_kill04.vcd"
	scene "scenes/ravenholm/monk_kill05.vcd"
	scene "scenes/ravenholm/monk_kill06.vcd"
	scene "scenes/ravenholm/monk_kill07.vcd"
	scene "scenes/ravenholm/monk_kill08.vcd"
	scene "scenes/ravenholm/monk_kill09.vcd"
	scene "scenes/ravenholm/monk_kill10.vcd"
	scene "scenes/ravenholm/monk_kill11.vcd"
	scene "scenes/ravenholm/madlaugh01.vcd"
	scene "scenes/ravenholm/madlaugh02.vcd"
	scene "scenes/ravenholm/madlaugh03.vcd"
}

rule GrigoriEnemyDead
{
	criteria		IsGrigori ConceptEnemyDead 
	response		GrigoriEnemyDead
	rescenedelay 	3
}

//============================================================================================================
// Grigori Leader speech
//============================================================================================================


//------------------------------------------------------------------------------------------------------------
response "GrigoriLeadRetrieve"
{
	scene "scenes/ravenholm/monk_quicklybro.vcd"
	scene "scenes/ravenholm/monk_followme.vcd"
	scene "scenes/ravenholm/monk_stayclosebro.vcd"
}

rule GrigoriLeadRetrieve
{
	criteria		IsGrigori ConceptLeadRetrieve
	response		GrigoriLeadRetrieve
}

response "GrigoriLeadCatchup"
{
	scene "scenes/ravenholm/monk_overhere.vcd"
}

rule GrigoriLeadCatchup
{
	criteria		IsGrigori ConceptLeadCatchup
	response		GrigoriLeadCatchup
}
//============================================================================================================
