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Para's VanillaTool [Rework]

View Poll Results: Which script you prefer?
Steelrake exploit 113 21.86%
Barracks 296 57.25%
Lost Refuge / Danuar Sanctuary 108 20.89%
Voters: 517. You may not vote on this poll

Reply
 
Old   #5596
 
elite*gold: 497
Join Date: Sep 2009
Posts: 3,328
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Quote:
Originally Posted by rian_qingmo View Post
its paid , canu active my IDplease, ty
Your ID is activated now



Paraly is offline  
Old   #5597
 
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paraly i having some troubles, my oldier pc just broke n i bought a new one , i'm trying to download the Para's NoFlyAnimation 2.07.zip but it is not going to anywhere , i mean i can download but i can't unzip it for my desktop or any folder, and about the id i need to send for u to active it again ? what should i do , ty !!!!


rian_qingmo is offline  
Old   #5598
 
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Quote:
Originally Posted by rian_qingmo View Post
paraly i having some troubles, my oldier pc just broke n i bought a new one , i'm trying to download the Para's NoFlyAnimation 2.07.zip but it is not going to anywhere , i mean i can download but i can't unzip it for my desktop or any folder, and about the id i need to send for u to active it again ? what should i do , ty !!!!
I've send you a private message
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Old   #5599
 
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i send u private too


rian_qingmo is offline  
Old   #5600
 
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Hello Para i've changed windows and it's been a long time i did not played aion Can you reactivate my id Please?
anthonyzye is offline  
Old   #5601
 
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The IO script does what? Just for Event or EXP/ Auto Loot something?
funnyjerkz is offline  
Old   #5602
 
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Quote:
Originally Posted by funnyjerkz View Post
The IO script does what? Just for Event or EXP/ Auto Loot something?
The IO script was the best exploit a year ago, however nowadays it can be used for some event drops they might drop from the idiums/cannonballs as well.
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Old   #5603
 
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Quote:
Originally Posted by Paraly View Post
The IO script was the best exploit a year ago, however nowadays it can be used for some event drops they might drop from the idiums/cannonballs as well.
good to know, wish i had came back sooner. read people were getting omega drops like crazy q.q haha nah only doll event right now. Thanks though. Oh btw is there a way to add food or stone skin to the auto scroll script ?
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Old   #5604
 
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Quote:
Originally Posted by funnyjerkz View Post
good to know, wish i had came back sooner. read people were getting omega drops like crazy q.q haha nah only doll event right now. Thanks though. Oh btw is there a way to add food or stone skin to the auto scroll script ?
Sure, you can add anything


add this lines here
Code:
_IFBuffAlive=1166; <-- checks if stone skin buff is active
#ELSE
SmartSkill=1166,120000,500,False,False; <- use Stone Skin again
#ENDIF

#IF=%Timer=55555,1800000; <-- if cooldown timer is running for more then 30 minutes
Command=/use FOODNAMEHERE; <-- use food again
_CreateTimer=55555; <-- restart the cooldown timer
#ENDIF
below
Code:
_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ENU/;
#EXECUTE=RebuffNA;
#ELSE
#EXECUTE=RebuffEU;
#ENDIF
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Old   #5605
 
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Quote:
Originally Posted by Paraly View Post
Sure, you can add anything


add this lines here
Code:
_IFBuffAlive=1166; <-- checks if stone skin buff is active
#ELSE
SmartSkill=1166,120000,500,False,False; <- use Stone Skin again
#ENDIF

#IF=%Timer=55555,1800000; <-- if cooldown timer is running for more then 30 minutes
Command=/use FOODNAMEHERE; <-- use food again
_CreateTimer=55555; <-- restart the cooldown timer
#ENDIF
below
Code:
_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ENU/;
#EXECUTE=RebuffNA;
#ELSE
#EXECUTE=RebuffEU;
#ENDIF
Yes! ty. What does enhance movement do ? I can make myself run faster?
funnyjerkz is offline  
Old   #5606
 
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Quote:
Originally Posted by funnyjerkz View Post
Yes! ty. What does enhance movement do ? I can make myself run faster?
Yes it will make yourself run faster however you will get rollbacks from time to time this can't be avoided on the retail servers, people still wanted this feature to reach the enemy more easy in PvP
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Old   #5607
 
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Quote:
Originally Posted by Paraly View Post
Yes it will make yourself run faster however you will get rollbacks from time to time this can't be avoided on the retail servers, people still wanted this feature to reach the enemy more easy in PvP
yeah, okay that's what I figured, that's exactly what's been happening. I get rolled back to I just lowered it, Thanks

Is there a way for the editor to run in the background?
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Old   #5608
 
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Quote:
Originally Posted by funnyjerkz View Post
Did you mean right ABOVE that 2nd line of code, because the skill and food worked but not the scrolls anymore lol sry.



yeah, okay that's what I figured, that's exactly what's been happening. I get rolled back to I just lowered it, Thanks
here you go

Code:
#IF=%FirstTime,;
UseSpeed=1;
#UseLoop
Command=;
WaitForResponse=This script is much better than the build in function/n/n-Works for all language packs/n-Auto Detects Class and uses recommend scrolls/n-Auto Detects AFK and stops using scrolls/n-Auto Detects flight and uses flight speed scrolls/n-Auto Detects death and rebuffs;
#ENDIF

_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ENU/;
_IFMemPtrRead=%PlayerBase,%OffsetAFK,FLOAT,<240;
_IFMemPtrRead=%AddrChat,%OffsetChatOpen,BYTE,=6;
_IFMemPtrRead=%PlayerBase,%OffsetCurrentID,WORD,=0;
#EXECUTE=langENU;
#ENDIF

_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ENG/;
_IFMemPtrRead=%PlayerBase,%OffsetAFK,FLOAT,<240;
_IFMemPtrRead=%AddrChat,%OffsetChatOpen,BYTE,=6;
_IFMemPtrRead=%PlayerBase,%OffsetCurrentID,WORD,=0;
#EXECUTE=langENG;
#ENDIF

_IFMemRead=%AddrLangPack,CHAR[32],=L10N/DEU/;
_IFMemPtrRead=%PlayerBase,%OffsetAFK,FLOAT,<240;
_IFMemPtrRead=%AddrChat,%OffsetChatOpen,BYTE,=6;
_IFMemPtrRead=%PlayerBase,%OffsetCurrentID,WORD,=0;
#EXECUTE=langDEU;
#ENDIF

_IFMemRead=%AddrLangPack,CHAR[32],=L10N/FRA/;
_IFMemPtrRead=%PlayerBase,%OffsetAFK,FLOAT,<240;
_IFMemPtrRead=%AddrChat,%OffsetChatOpen,BYTE,=6;
#EXECUTE=langFRA;
#ENDIF

_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ESN/;
_IFMemPtrRead=%PlayerBase,%OffsetAFK,FLOAT,<240;
_IFMemPtrRead=%AddrChat,%OffsetChatOpen,BYTE,=6;
_IFMemPtrRead=%PlayerBase,%OffsetCurrentID,WORD,=0;
#EXECUTE=langESN;
#ENDIF

_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ITA/;
_IFMemPtrRead=%PlayerBase,%OffsetAFK,FLOAT,<240;
_IFMemPtrRead=%AddrChat,%OffsetChatOpen,BYTE,=6;
_IFMemPtrRead=%PlayerBase,%OffsetCurrentID,WORD,=0;
#EXECUTE=langITA;
#ENDIF

_IFMemRead=%AddrLangPack,CHAR[32],=L10N/PLK/;
_IFMemPtrRead=%PlayerBase,%OffsetAFK,FLOAT,<240;
_IFMemPtrRead=%AddrChat,%OffsetChatOpen,BYTE,=6;
_IFMemPtrRead=%PlayerBase,%OffsetCurrentID,WORD,=0;
#EXECUTE=langPLK;
#ENDIF


_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ENU/;
#EXECUTE=RebuffNA;
#ELSE
#EXECUTE=RebuffEU;
#ENDIF


_IFBuffAlive=1166; <-- checks if stone skin buff is active
#ELSE
SmartSkill=1166,120000,500,False,False; <- use Stone Skin again
#ENDIF

#IF=%Timer=55555,1800000; <-- if cooldown timer is running for more then 30 minutes
Command=/use FOODNAMEHERE; <-- use food again
_CreateTimer=55555; <-- restart the cooldown timer
#ENDIF

Delay=5;





start_RebuffNA;

_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
#DO=1800000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,%OffsetHP,DWORD,>0;
#DO=30000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,%OffsetAFK,FLOAT,0-5;
#EXECUTE=ForcedRebuff;
#ENDIF

end_RebuffNA;


start_RebuffEU;

_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
#DO=1800000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,%OffsetHP,DWORD,>0;
#DO=30000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,%OffsetAFK,FLOAT,0-5;
#EXECUTE=ForcedRebuff;
#ENDIF

end_RebuffEU;



start_ForcedRebuff;

_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ENU/;
_IFMemPtrRead=%PlayerBase,%OffsetAFK,FLOAT,<240;
_IFMemPtrRead=%AddrChat,%OffsetChatOpen,BYTE,=6;
_IFMemPtrRead=%PlayerBase,%OffsetCurrentID,WORD,=0;
#EXECUTE=RebuffENU;
#ENDIF

_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ENG/;
_IFMemPtrRead=%PlayerBase,%OffsetAFK,FLOAT,<240;
_IFMemPtrRead=%AddrChat,%OffsetChatOpen,BYTE,=6;
_IFMemPtrRead=%PlayerBase,%OffsetCurrentID,WORD,=0;
#EXECUTE=RebuffENG;
#ENDIF

_IFMemRead=%AddrLangPack,CHAR[32],=L10N/DEU/;
_IFMemPtrRead=%PlayerBase,%OffsetAFK,FLOAT,<240;
_IFMemPtrRead=%AddrChat,%OffsetChatOpen,BYTE,=6;
_IFMemPtrRead=%PlayerBase,%OffsetCurrentID,WORD,=0;
#EXECUTE=RebuffDEU;
#ENDIF

_IFMemRead=%AddrLangPack,CHAR[32],=L10N/FRA/;
_IFMemPtrRead=%PlayerBase,%OffsetAFK,FLOAT,<240;
_IFMemPtrRead=%AddrChat,%OffsetChatOpen,BYTE,=6;
_IFMemPtrRead=%PlayerBase,%OffsetCurrentID,WORD,=0;
#EXECUTE=RebuffFRA;
#ENDIF

_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ESN/;
_IFMemPtrRead=%PlayerBase,%OffsetAFK,FLOAT,<240;
_IFMemPtrRead=%AddrChat,%OffsetChatOpen,BYTE,=6;
_IFMemPtrRead=%PlayerBase,%OffsetCurrentID,WORD,=0;
#EXECUTE=RebuffESN;
#ENDIF

_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ITA/;
_IFMemPtrRead=%PlayerBase,%OffsetAFK,FLOAT,<240;
_IFMemPtrRead=%AddrChat,%OffsetChatOpen,BYTE,=6;
_IFMemPtrRead=%PlayerBase,%OffsetCurrentID,WORD,=0;
#EXECUTE=RebuffITA;
#ENDIF

_IFMemRead=%AddrLangPack,CHAR[32],=L10N/PLK/;
_IFMemPtrRead=%PlayerBase,%OffsetAFK,FLOAT,<240;
_IFMemPtrRead=%AddrChat,%OffsetChatOpen,BYTE,=6;
_IFMemPtrRead=%PlayerBase,%OffsetCurrentID,WORD,=0;
#EXECUTE=RebuffPLK;
#ENDIF

end_ForcedRebuff;


;;;CLASS IDs;;;
;Warrior - 0
;Gladiator - 1
;Templar - 2
;Scout - 3
;Assassin - 4
;Ranger - 5
;Mage - 6
;Sorcerer - 7
;Spirit Master - 8
;Priest - 9
;Cleric - 10
;Chanter - 11
;Technist - 12
;Aethertech - 13
;Gunslinger - 14
;Muse - 15
;Songweaver - 16
;;;;;;;;;;;;;;



start_langENU;

#IF=%Timer=1,300000;
#IF=%Timer=7,15000;
Command=/Use Greater Running Scroll;
#CreateTimer=1;
#CreateTimer=7;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
#IF=%Timer=2,300000;
Command=/Use Greater Awakening Scroll;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
#IF=%Timer=2,300000;
Command=/Use Greater Awakening Scroll;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
#IF=%Timer=2,300000;
Command=/Use Greater Awakening Scroll;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
#IF=%Timer=2,300000;
Command=/Use Greater Awakening Scroll;
#CreateTimer=2;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
#IF=%Timer=3,300000;
Command=/Use Greater Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
#IF=%Timer=3,300000;
Command=/Use Greater Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
#IF=%Timer=3,300000;
Command=/Use Greater Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
#IF=%Timer=3,300000;
Command=/Use Greater Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
#IF=%Timer=3,300000;
Command=/Use Greater Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
#IF=%Timer=3,300000;
Command=/Use Greater Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
#IF=%Timer=3,300000;
Command=/Use Greater Courage Scroll;
#CreateTimer=3;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetGravity,BYTE,=5;
#IF=%Timer=4,300000;
#IF=%Timer=7,15000;
Command=/Use Greater Raging Wind Scroll;
#CreateTimer=4;
#CreateTimer=7;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
#IF=%Timer=5,300000;
Command=/Use Fine Crit Strike Scroll;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
#IF=%Timer=5,300000;
Command=/Use Fine Crit Strike Scroll;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
#IF=%Timer=5,300000;
Command=/Use Fine Crit Strike Scroll;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
#IF=%Timer=5,300000;
Command=/Use Fine Crit Strike Scroll;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
#IF=%Timer=5,300000;
Command=/Use Fine Crit Strike Scroll;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
#IF=%Timer=5,300000;
Command=/Use Fine Crit Strike Scroll;
#CreateTimer=5;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
#IF=%Timer=6,300000;
Command=/Use Fine Crit Spell Scroll;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
#IF=%Timer=6,300000;
Command=/Use Fine Crit Spell Scroll;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
#IF=%Timer=6,300000;
Command=/Use Fine Crit Spell Scroll;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
#IF=%Timer=6,300000;
Command=/Use Fine Crit Spell Scroll;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
#IF=%Timer=6,300000;
Command=/Use Fine Crit Spell Scroll;
#CreateTimer=6;
#ENDIF

end_langENU;




start_langENG;

#IF=%Timer=1,300000;
#IF=%Timer=7,15000;
Command=/Use Running Scroll;
#CreateTimer=1;
#CreateTimer=7;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
#IF=%Timer=2,300000;
Command=/Use Awakening Scroll;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
#IF=%Timer=2,300000;
Command=/Use Awakening Scroll;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
#IF=%Timer=2,300000;
Command=/Use Awakening Scroll;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
#IF=%Timer=2,300000;
Command=/Use Awakening Scroll;
#CreateTimer=2;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
#IF=%Timer=3,300000;
Command=/Use Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
#IF=%Timer=3,300000;
Command=/Use Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
#IF=%Timer=3,300000;
Command=/Use Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
#IF=%Timer=3,300000;
Command=/Use Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
#IF=%Timer=3,300000;
Command=/Use Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
#IF=%Timer=3,300000;
Command=/Use Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
#IF=%Timer=3,300000;
Command=/Use Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetGravity,BYTE,=5;
#IF=%Timer=4,300000;
#IF=%Timer=7,15000;
Command=/Use Raging Wind Scroll;
#CreateTimer=4;
#CreateTimer=7;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
#IF=%Timer=5,300000;
Command=/Use Fortified Crit Strike Scroll;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
#IF=%Timer=5,300000;
Command=/Use Fortified Crit Strike Scroll;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
#IF=%Timer=5,300000;
Command=/Use Fortified Crit Strike Scroll;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
#IF=%Timer=5,300000;
Command=/Use Fortified Crit Strike Scroll;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
#IF=%Timer=5,300000;
Command=/Use Fortified Crit Strike Scroll;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
#IF=%Timer=5,300000;
Command=/Use Fortified Crit Strike Scroll;
#CreateTimer=5;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
#IF=%Timer=6,300000;
Command=/Use Fortified Crit Spell Scroll;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
#IF=%Timer=6,300000;
Command=/Use Fortified Crit Spell Scroll;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
#IF=%Timer=6,300000;
Command=/Use Fortified Crit Spell Scroll;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
#IF=%Timer=6,300000;
Command=/Use Fortified Crit Spell Scroll;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
#IF=%Timer=6,300000;
Command=/Use Fortified Crit Spell Scroll;
#CreateTimer=6;
#ENDIF

end_langENG;



start_langDEU;

#IF=%Timer=1,300000;
#IF=%Timer=7,15000;
Command=/Use Schriftrolle des Laufens;
#CreateTimer=1;
#CreateTimer=7;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
#IF=%Timer=2,300000;
Command=/Use Schriftrolle des Erwachens;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
#IF=%Timer=2,300000;
Command=/Use Schriftrolle des Erwachens;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
#IF=%Timer=2,300000;
Command=/Use Schriftrolle des Erwachens;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
#IF=%Timer=2,300000;
Command=/Use Schriftrolle des Erwachens;
#CreateTimer=2;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
#IF=%Timer=3,300000;
Command=/Use Schriftrolle des Mutes;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
#IF=%Timer=3,300000;
Command=/Use Schriftrolle des Mutes;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
#IF=%Timer=3,300000;
Command=/Use Schriftrolle des Mutes;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
#IF=%Timer=3,300000;
Command=/Use Schriftrolle des Mutes;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
#IF=%Timer=3,300000;
Command=/Use Schriftrolle des Mutes;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
#IF=%Timer=3,300000;
Command=/Use Schriftrolle des Mutes;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
#IF=%Timer=3,300000;
Command=/Use Schriftrolle des Mutes;
#CreateTimer=3;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetGravity,BYTE,=5;
#IF=%Timer=4,300000;
#IF=%Timer=7,15000;
Command=/Use Schriftrolle des tobenden Windes;
#CreateTimer=7;
#CreateTimer=4;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
#IF=%Timer=5,300000;
Command=/Use Verstärkte Schriftrolle der krit. Treffer;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
#IF=%Timer=5,300000;
Command=/Use Verstärkte Schriftrolle der krit. Treffer;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
#IF=%Timer=5,300000;
Command=/Use Verstärkte Schriftrolle der krit. Treffer;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
#IF=%Timer=5,300000;
Command=/Use Verstärkte Schriftrolle der krit. Treffer;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
#IF=%Timer=5,300000;
Command=/Use Verstärkte Schriftrolle der krit. Treffer;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
#IF=%Timer=5,300000;
Command=/Use Verstärkte Schriftrolle der krit. Treffer;
#CreateTimer=5;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
#IF=%Timer=6,300000;
Command=/Use Verstärkte Schriftrolle der mag. krit. Treffer;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
#IF=%Timer=6,300000;
Command=/Use Verstärkte Schriftrolle der mag. krit. Treffer;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
#IF=%Timer=6,300000;
Command=/Use Verstärkte Schriftrolle der mag. krit. Treffer;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
#IF=%Timer=6,300000;
Command=/Use Verstärkte Schriftrolle der mag. krit. Treffer;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
#IF=%Timer=6,300000;
Command=/Use Verstärkte Schriftrolle der mag. krit. Treffer;
#CreateTimer=6;
#ENDIF

end_langDEU;




start_langFRA;

#IF=%Timer=1,300000;
#IF=%Timer=7,15000;
Command=/Use Parchemin de course;
#CreateTimer=1;
#CreateTimer=7;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
#IF=%Timer=2,300000;
Command=/Use Parchemin d'éveil;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
#IF=%Timer=2,300000;
Command=/Use Parchemin d'éveil;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
#IF=%Timer=2,300000;
Command=/Use Parchemin d'éveil;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
#IF=%Timer=2,300000;
Command=/Use Parchemin d'éveil;
#CreateTimer=2;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
#IF=%Timer=3,300000;
Command=/Use Parchemin du courage;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
#IF=%Timer=3,300000;
Command=/Use Parchemin du courage;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
#IF=%Timer=3,300000;
Command=/Use Parchemin du courage;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
#IF=%Timer=3,300000;
Command=/Use Parchemin du courage;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
#IF=%Timer=3,300000;
Command=/Use Parchemin du courage;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
#IF=%Timer=3,300000;
Command=/Use Parchemin du courage;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
#IF=%Timer=3,300000;
Command=/Use Parchemin du courage;
#CreateTimer=3;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetGravity,BYTE,=5;
#IF=%Timer=4,300000;
#IF=%Timer=7,15000;
Command=/Use Parchemin de vent rageur;
#CreateTimer=4;
#CreateTimer=7;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
#IF=%Timer=5,300000;
Command=/Use Parchemin de crit. physique renforcé;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
#IF=%Timer=5,300000;
Command=/Use Parchemin de crit. physique renforcé;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
#IF=%Timer=5,300000;
Command=/Use Parchemin de crit. physique renforcé;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
#IF=%Timer=5,300000;
Command=/Use Parchemin de crit. physique renforcé;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
#IF=%Timer=5,300000;
Command=/Use Parchemin de crit. physique renforcé;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
#IF=%Timer=5,300000;
Command=/Use Parchemin de crit. physique renforcé;
#CreateTimer=5;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
#IF=%Timer=6,300000;
Command=/Use Parchemin de crit. magiques renforcé;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
#IF=%Timer=6,300000;
Command=/Use Parchemin de crit. magiques renforcé;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
#IF=%Timer=6,300000;
Command=/Use Parchemin de crit. magiques renforcé;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
#IF=%Timer=6,300000;
Command=/Use Parchemin de crit. magiques renforcé;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
#IF=%Timer=6,300000;
Command=/Use Parchemin de crit. magiques renforcé;
#CreateTimer=6;
#ENDIF

end_langFRA;






start_langESN;

#IF=%Timer=1,300000;
#IF=%Timer=7,15000;
Command=/Use Pergamino del correr;
#CreateTimer=1;
#CreateTimer=7;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
#IF=%Timer=2,300000;
Command=/Use Pergamino del despertar;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
#IF=%Timer=2,300000;
Command=/Use Pergamino del despertar;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
#IF=%Timer=2,300000;
Command=/Use Pergamino del despertar;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
#IF=%Timer=2,300000;
Command=/Use Pergamino del despertar;
#CreateTimer=2;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
#IF=%Timer=3,300000;
Command=/Use Pergamino del valor;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
#IF=%Timer=3,300000;
Command=/Use Pergamino del valor;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
#IF=%Timer=3,300000;
Command=/Use Pergamino del valor;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
#IF=%Timer=3,300000;
Command=/Use Pergamino del valor;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
#IF=%Timer=3,300000;
Command=/Use Pergamino del valor;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
#IF=%Timer=3,300000;
Command=/Use Pergamino del valor;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
#IF=%Timer=3,300000;
Command=/Use Pergamino del valor;
#CreateTimer=3;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetGravity,BYTE,=5;
#IF=%Timer=4,300000;
#IF=%Timer=7,15000;
Command=/Use Pergamino del viento embravecido;
#CreateTimer=4;
#CreateTimer=7;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
#IF=%Timer=5,300000;
Command=/Use Pergamino del golpe crítico reforzado;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
#IF=%Timer=5,300000;
Command=/Use Pergamino del golpe crítico reforzado;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
#IF=%Timer=5,300000;
Command=/Use Pergamino del golpe crítico reforzado;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
#IF=%Timer=5,300000;
Command=/Use Pergamino del golpe crítico reforzado;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
#IF=%Timer=5,300000;
Command=/Use Pergamino del golpe crítico reforzado;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
#IF=%Timer=5,300000;
Command=/Use Pergamino del golpe crítico reforzado;
#CreateTimer=5;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
#IF=%Timer=6,300000;
Command=/Use Pergamino del golpe crítico mágico reforzado;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
#IF=%Timer=6,300000;
Command=/Use Pergamino del golpe crítico mágico reforzado;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
#IF=%Timer=6,300000;
Command=/Use Pergamino del golpe crítico mágico reforzado;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
#IF=%Timer=6,300000;
Command=/Use Pergamino del golpe crítico mágico reforzado;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
#IF=%Timer=6,300000;
Command=/Use Pergamino del golpe crítico mágico reforzado;
#CreateTimer=6;
#ENDIF

end_langESN;






start_langITA;

#IF=%Timer=1,300000;
#IF=%Timer=7,15000;
Command=/Use Pergamena della corsa;
#CreateTimer=1;
#CreateTimer=7;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
#IF=%Timer=2,300000;
Command=/Use Pergamena del risveglio;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
#IF=%Timer=2,300000;
Command=/Use Pergamena del risveglio;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
#IF=%Timer=2,300000;
Command=/Use Pergamena del risveglio;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
#IF=%Timer=2,300000;
Command=/Use Pergamena del risveglio;
#CreateTimer=2;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
#IF=%Timer=3,300000;
Command=/Use Pergamena del coraggio;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
#IF=%Timer=3,300000;
Command=/Use Pergamena del coraggio;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
#IF=%Timer=3,300000;
Command=/Use Pergamena del coraggio;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
#IF=%Timer=3,300000;
Command=/Use Pergamena del coraggio;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
#IF=%Timer=3,300000;
Command=/Use Pergamena del coraggio;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
#IF=%Timer=3,300000;
Command=/Use Pergamena del coraggio;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
#IF=%Timer=3,300000;
Command=/Use Pergamena del coraggio;
#CreateTimer=3;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetGravity,BYTE,=5;
#IF=%Timer=4,300000;
#IF=%Timer=7,15000;
Command=/Use Pergamena del vento furioso;
#CreateTimer=4;
#CreateTimer=7;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
#IF=%Timer=5,300000;
Command=/Use Pergamena del colpo critico rinforzata;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
#IF=%Timer=5,300000;
Command=/Use Pergamena del colpo critico rinforzata;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
#IF=%Timer=5,300000;
Command=/Use Pergamena del colpo critico rinforzata;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
#IF=%Timer=5,300000;
Command=/Use Pergamena del colpo critico rinforzata;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
#IF=%Timer=5,300000;
Command=/Use Pergamena del colpo critico rinforzata;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
#IF=%Timer=5,300000;
Command=/Use Pergamena del colpo critico rinforzata;
#CreateTimer=5;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
#IF=%Timer=6,300000;
Command=/Use Pergamena del colpo critico magico rinforzata;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
#IF=%Timer=6,300000;
Command=/Use Pergamena del colpo critico magico rinforzata;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
#IF=%Timer=6,300000;
Command=/Use Pergamena del colpo critico magico rinforzata;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
#IF=%Timer=6,300000;
Command=/Use Pergamena del colpo critico magico rinforzata;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
#IF=%Timer=6,300000;
Command=/Use Pergamena del colpo critico magico rinforzata;
#CreateTimer=6;
#ENDIF

end_langITA;





start_langPLK;

#IF=%Timer=1,300000;
#IF=%Timer=7,15000;
Command=/Use Zwój Biegu;
#CreateTimer=1;
#CreateTimer=7;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
#IF=%Timer=2,300000;
Command=/Use Zwój Przebudzenia;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
#IF=%Timer=2,300000;
Command=/Use Zwój Przebudzenia;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
#IF=%Timer=2,300000;
Command=/Use Zwój Przebudzenia;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
#IF=%Timer=2,300000;
Command=/Use Zwój Przebudzenia;
#CreateTimer=2;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
#IF=%Timer=3,300000;
Command=/Use Zwój Odwagi;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
#IF=%Timer=3,300000;
Command=/Use Zwój Odwagi;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
#IF=%Timer=3,300000;
Command=/Use Zwój Odwagi;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
#IF=%Timer=3,300000;
Command=/Use Zwój Odwagi;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
#IF=%Timer=3,300000;
Command=/Use Zwój Odwagi;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
#IF=%Timer=3,300000;
Command=/Use Zwój Odwagi;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
#IF=%Timer=3,300000;
Command=/Use Zwój Odwagi;
#CreateTimer=3;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetGravity,BYTE,=5;
#IF=%Timer=4,300000;
#IF=%Timer=7,15000;
Command=/Use Zwój Szalejacego Wiatru;
#CreateTimer=4;
#CreateTimer=7;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
#IF=%Timer=5,300000;
Command=/Use Wzmocniony Zwój Trafienia Kryt.;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
#IF=%Timer=5,300000;
Command=/Use Wzmocniony Zwój Trafienia Kryt.;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
#IF=%Timer=5,300000;
Command=/Use Wzmocniony Zwój Trafienia Kryt.;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
#IF=%Timer=5,300000;
Command=/Use Wzmocniony Zwój Trafienia Kryt.;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
#IF=%Timer=5,300000;
Command=/Use Wzmocniony Zwój Trafienia Kryt.;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
#IF=%Timer=5,300000;
Command=/Use Wzmocniony Zwój Trafienia Kryt.;
#CreateTimer=5;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
#IF=%Timer=6,300000;
Command=/Use Wzmocniony Zwój Odpornosci na Mag. traf. Kryt.;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
#IF=%Timer=6,300000;
Command=/Use Wzmocniony Zwój Odpornosci na Mag. traf. Kryt.;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
#IF=%Timer=6,300000;
Command=/Use Wzmocniony Zwój Odpornosci na Mag. traf. Kryt.;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
#IF=%Timer=6,300000;
Command=/Use Wzmocniony Zwój Odpornosci na Mag. traf. Kryt.;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
#IF=%Timer=6,300000;
Command=/Use Wzmocniony Zwój Odpornosci na Mag. traf. Kryt.;
#CreateTimer=6;
#ENDIF

end_langPLK;

start_RebuffENU;

#IF=%Timer=7,15000;
Command=/Use Greater Running Scroll;
#CreateTimer=1;
#CreateTimer=7;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
Command=/Use Greater Awakening Scroll;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
Command=/Use Greater Awakening Scroll;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
Command=/Use Greater Awakening Scroll;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
Command=/Use Greater Awakening Scroll;
#CreateTimer=2;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
Command=/Use Greater Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
Command=/Use Greater Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
Command=/Use Greater Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
Command=/Use Greater Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
Command=/Use Greater Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
Command=/Use Greater Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
Command=/Use Greater Courage Scroll;
#CreateTimer=3;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetGravity,BYTE,=5;
#IF=%Timer=7,15000;
Command=/Use Greater Raging Wind Scroll;
#CreateTimer=4;
#CreateTimer=7;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
Command=/Use Fine Crit Strike Scroll;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
Command=/Use Fine Crit Strike Scroll;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
Command=/Use Fine Crit Strike Scroll;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
Command=/Use Fine Crit Strike Scroll;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
Command=/Use Fine Crit Strike Scroll;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
Command=/Use Fine Crit Strike Scroll;
#CreateTimer=5;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
#IF=%Timer=6,300000;
Command=/Use Fine Crit Spell Scroll;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
Command=/Use Fine Crit Spell Scroll;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
Command=/Use Fine Crit Spell Scroll;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
Command=/Use Fine Crit Spell Scroll;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
Command=/Use Fine Crit Spell Scroll;
#CreateTimer=6;
#ENDIF

end_RebuffENU;




start_RebuffENG;

#IF=%Timer=7,15000;
Command=/Use Running Scroll;
#CreateTimer=1;
#CreateTimer=7;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
Command=/Use Awakening Scroll;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
Command=/Use Awakening Scroll;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
Command=/Use Awakening Scroll;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
Command=/Use Awakening Scroll;
#CreateTimer=2;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
Command=/Use Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
Command=/Use Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
Command=/Use Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
Command=/Use Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
Command=/Use Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
Command=/Use Courage Scroll;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
Command=/Use Courage Scroll;
#CreateTimer=3;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetGravity,BYTE,=5;
#IF=%Timer=7,15000;
Command=/Use Raging Wind Scroll;
#CreateTimer=4;
#CreateTimer=7;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
Command=/Use Fortified Crit Strike Scroll;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
Command=/Use Fortified Crit Strike Scroll;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
Command=/Use Fortified Crit Strike Scroll;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
Command=/Use Fortified Crit Strike Scroll;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
Command=/Use Fortified Crit Strike Scroll;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
Command=/Use Fortified Crit Strike Scroll;
#CreateTimer=5;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
Command=/Use Fortified Crit Spell Scroll;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
Command=/Use Fortified Crit Spell Scroll;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
Command=/Use Fortified Crit Spell Scroll;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
Command=/Use Fortified Crit Spell Scroll;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
Command=/Use Fortified Crit Spell Scroll;
#CreateTimer=6;
#ENDIF

end_RebuffENG;



start_RebuffDEU;

#IF=%Timer=7,15000;
Command=/Use Schriftrolle des Laufens;
#CreateTimer=1;
#CreateTimer=7;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
Command=/Use Schriftrolle des Erwachens;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
Command=/Use Schriftrolle des Erwachens;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
Command=/Use Schriftrolle des Erwachens;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
Command=/Use Schriftrolle des Erwachens;
#CreateTimer=2;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
Command=/Use Schriftrolle des Mutes;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
Command=/Use Schriftrolle des Mutes;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
Command=/Use Schriftrolle des Mutes;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
Command=/Use Schriftrolle des Mutes;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
Command=/Use Schriftrolle des Mutes;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
Command=/Use Schriftrolle des Mutes;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
Command=/Use Schriftrolle des Mutes;
#CreateTimer=3;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetGravity,BYTE,=5;
#IF=%Timer=7,15000;
Command=/Use Schriftrolle des tobenden Windes;
#CreateTimer=7;
#CreateTimer=4;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
Command=/Use Verstärkte Schriftrolle der krit. Treffer;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
Command=/Use Verstärkte Schriftrolle der krit. Treffer;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
Command=/Use Verstärkte Schriftrolle der krit. Treffer;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
Command=/Use Verstärkte Schriftrolle der krit. Treffer;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
Command=/Use Verstärkte Schriftrolle der krit. Treffer;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
Command=/Use Verstärkte Schriftrolle der krit. Treffer;
#CreateTimer=5;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
Command=/Use Verstärkte Schriftrolle der mag. krit. Treffer;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
Command=/Use Verstärkte Schriftrolle der mag. krit. Treffer;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
Command=/Use Verstärkte Schriftrolle der mag. krit. Treffer;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
Command=/Use Verstärkte Schriftrolle der mag. krit. Treffer;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
Command=/Use Verstärkte Schriftrolle der mag. krit. Treffer;
#CreateTimer=6;
#ENDIF

end_RebuffDEU;




start_RebuffFRA;

#IF=%Timer=7,15000;
Command=/Use Parchemin de course;
#CreateTimer=1;
#CreateTimer=7;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
Command=/Use Parchemin d'éveil;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
Command=/Use Parchemin d'éveil;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
Command=/Use Parchemin d'éveil;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
Command=/Use Parchemin d'éveil;
#CreateTimer=2;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
Command=/Use Parchemin du courage;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
Command=/Use Parchemin du courage;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
Command=/Use Parchemin du courage;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
Command=/Use Parchemin du courage;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
Command=/Use Parchemin du courage;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
Command=/Use Parchemin du courage;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
Command=/Use Parchemin du courage;
#CreateTimer=3;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetGravity,BYTE,=5;
#IF=%Timer=7,15000;
Command=/Use Parchemin de vent rageur;
#CreateTimer=4;
#CreateTimer=7;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
Command=/Use Parchemin de crit. physique renforcé;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
Command=/Use Parchemin de crit. physique renforcé;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
Command=/Use Parchemin de crit. physique renforcé;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
Command=/Use Parchemin de crit. physique renforcé;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
Command=/Use Parchemin de crit. physique renforcé;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
Command=/Use Parchemin de crit. physique renforcé;
#CreateTimer=5;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
Command=/Use Parchemin de crit. magiques renforcé;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
Command=/Use Parchemin de crit. magiques renforcé;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
Command=/Use Parchemin de crit. magiques renforcé;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
Command=/Use Parchemin de crit. magiques renforcé;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
Command=/Use Parchemin de crit. magiques renforcé;
#CreateTimer=6;
#ENDIF

end_RebuffFRA;






start_RebuffESN;

#IF=%Timer=7,15000;
Command=/Use Pergamino del correr;
#CreateTimer=1;
#CreateTimer=7;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
Command=/Use Pergamino del despertar;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
Command=/Use Pergamino del despertar;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
Command=/Use Pergamino del despertar;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
Command=/Use Pergamino del despertar;
#CreateTimer=2;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
Command=/Use Pergamino del valor;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
Command=/Use Pergamino del valor;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
Command=/Use Pergamino del valor;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
Command=/Use Pergamino del valor;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
Command=/Use Pergamino del valor;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
Command=/Use Pergamino del valor;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
Command=/Use Pergamino del valor;
#CreateTimer=3;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetGravity,BYTE,=5;
#IF=%Timer=7,15000;
Command=/Use Pergamino del viento embravecido;
#CreateTimer=4;
#CreateTimer=7;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
Command=/Use Pergamino del golpe crítico reforzado;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
Command=/Use Pergamino del golpe crítico reforzado;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
Command=/Use Pergamino del golpe crítico reforzado;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
Command=/Use Pergamino del golpe crítico reforzado;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
Command=/Use Pergamino del golpe crítico reforzado;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
Command=/Use Pergamino del golpe crítico reforzado;
#CreateTimer=5;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
Command=/Use Pergamino del golpe crítico mágico reforzado;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
Command=/Use Pergamino del golpe crítico mágico reforzado;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
Command=/Use Pergamino del golpe crítico mágico reforzado;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
Command=/Use Pergamino del golpe crítico mágico reforzado;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
Command=/Use Pergamino del golpe crítico mágico reforzado;
#CreateTimer=6;
#ENDIF

end_RebuffESN;






start_RebuffITA;

#IF=%Timer=7,15000;
Command=/Use Pergamena della corsa;
#CreateTimer=1;
#CreateTimer=7;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
Command=/Use Pergamena del risveglio;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
Command=/Use Pergamena del risveglio;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
Command=/Use Pergamena del risveglio;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
Command=/Use Pergamena del risveglio;
#CreateTimer=2;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
Command=/Use Pergamena del coraggio;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
Command=/Use Pergamena del coraggio;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
Command=/Use Pergamena del coraggio;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
Command=/Use Pergamena del coraggio;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
Command=/Use Pergamena del coraggio;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
Command=/Use Pergamena del coraggio;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
Command=/Use Pergamena del coraggio;
#CreateTimer=3;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetGravity,BYTE,=5;
#IF=%Timer=7,15000;
Command=/Use Pergamena del vento furioso;
#CreateTimer=4;
#CreateTimer=7;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
Command=/Use Pergamena del colpo critico rinforzata;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
Command=/Use Pergamena del colpo critico rinforzata;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
Command=/Use Pergamena del colpo critico rinforzata;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
Command=/Use Pergamena del colpo critico rinforzata;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
Command=/Use Pergamena del colpo critico rinforzata;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
Command=/Use Pergamena del colpo critico rinforzata;
#CreateTimer=5;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
Command=/Use Pergamena del colpo critico magico rinforzata;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
Command=/Use Pergamena del colpo critico magico rinforzata;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
Command=/Use Pergamena del colpo critico magico rinforzata;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
Command=/Use Pergamena del colpo critico magico rinforzata;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
Command=/Use Pergamena del colpo critico magico rinforzata;
#CreateTimer=6;
#ENDIF

end_RebuffITA;





start_RebuffPLK;

#IF=%Timer=7,15000;
Command=/Use Zwój Biegu;
#CreateTimer=1;
#CreateTimer=7;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
Command=/Use Zwój Przebudzenia;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
Command=/Use Zwój Przebudzenia;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
Command=/Use Zwój Przebudzenia;
#CreateTimer=2;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
Command=/Use Zwój Przebudzenia;
#CreateTimer=2;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
Command=/Use Zwój Odwagi;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
Command=/Use Zwój Odwagi;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
Command=/Use Zwój Odwagi;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
Command=/Use Zwój Odwagi;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
Command=/Use Zwój Odwagi;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
Command=/Use Zwój Odwagi;
#CreateTimer=3;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
Command=/Use Zwój Odwagi;
#CreateTimer=3;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetGravity,BYTE,=5;
#IF=%Timer=7,15000;
Command=/Use Zwój Szalejacego Wiatru;
#CreateTimer=4;
#CreateTimer=7;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
Command=/Use Wzmocniony Zwój Trafienia Kryt.;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
Command=/Use Wzmocniony Zwój Trafienia Kryt.;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
Command=/Use Wzmocniony Zwój Trafienia Kryt.;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
Command=/Use Wzmocniony Zwój Trafienia Kryt.;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
Command=/Use Wzmocniony Zwój Trafienia Kryt.;
#CreateTimer=5;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
Command=/Use Wzmocniony Zwój Trafienia Kryt.;
#CreateTimer=5;
#ENDIF


_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
Command=/Use Wzmocniony Zwój Odpornosci na Mag. traf. Kryt.;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
Command=/Use Wzmocniony Zwój Odpornosci na Mag. traf. Kryt.;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
Command=/Use Wzmocniony Zwój Odpornosci na Mag. traf. Kryt.;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
Command=/Use Wzmocniony Zwój Odpornosci na Mag. traf. Kryt.;
#CreateTimer=6;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
Command=/Use Wzmocniony Zwój Odpornosci na Mag. traf. Kryt.;
#CreateTimer=6;
#ENDIF

end_RebuffPLK;
Quote:
Originally Posted by funnyjerkz View Post
Is there a way for the editor to run in the background?
Just start the hack a second time and inject it a second time, so one instance of the hack you're using active and the other instance will run the script.
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Old   #5609
 
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"Eye secure mode" Is that like I took a seed to see in hide or what? I bug today huh? Lol
funnyjerkz is offline  
Old   #5610
 
elite*gold: 497
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Received Thanks: 883
Quote:
Originally Posted by funnyjerkz View Post
"Eye secure mode" Is that like I took a seed to see in hide or what? I bug today huh? Lol
Eye secure mode prevents targeting invisible players in case you don't have a real eye buff running


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