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Para's VanillaTool [Rework]
Discussion on Para's VanillaTool [Rework] within the Aion Hacks, Bots, Cheats & Exploits forum part of the Aion category.
06/11/2017, 16:43
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#5596
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elite*gold: 0
Join Date: Sep 2014
Posts: 8
Received Thanks: 0
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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?
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06/12/2017, 19:52
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#5597
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elite*gold: 0
Join Date: Jan 2010
Posts: 25
Received Thanks: 2
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The IO script does what? Just for Event or EXP/ Auto Loot something?
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06/12/2017, 20:02
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#5598
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,592
Received Thanks: 1,596
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Quote:
Originally Posted by funnyjerkz
The IO script does what? Just for Event or EXP/ Auto Loot something?
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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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06/12/2017, 20:16
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#5599
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elite*gold: 0
Join Date: Jan 2010
Posts: 25
Received Thanks: 2
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Quote:
Originally Posted by Paraly
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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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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06/12/2017, 20:25
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#5600
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,592
Received Thanks: 1,596
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Quote:
Originally Posted by funnyjerkz
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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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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06/12/2017, 20:33
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#5601
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elite*gold: 0
Join Date: Jan 2010
Posts: 25
Received Thanks: 2
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Quote:
Originally Posted by Paraly
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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Yes! ty. What does enhance movement do ? I can make myself run faster?
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06/12/2017, 20:35
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#5602
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,592
Received Thanks: 1,596
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Quote:
Originally Posted by funnyjerkz
Yes! ty. What does enhance movement do ? I can make myself run faster?
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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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06/12/2017, 20:44
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#5603
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elite*gold: 0
Join Date: Jan 2010
Posts: 25
Received Thanks: 2
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Quote:
Originally Posted by Paraly
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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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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06/12/2017, 20:59
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#5604
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,592
Received Thanks: 1,596
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Quote:
Originally Posted by funnyjerkz
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
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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
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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06/12/2017, 22:36
|
#5605
|
elite*gold: 0
Join Date: Jan 2010
Posts: 25
Received Thanks: 2
|
"Eye secure mode" Is that like I took a seed to see in hide or what? I bug today huh? Lol
|
|
|
06/12/2017, 22:37
|
#5606
|
elite*gold: 27
Join Date: Sep 2009
Posts: 5,592
Received Thanks: 1,596
|
Quote:
Originally Posted by funnyjerkz
"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
|
|
|
06/15/2017, 02:17
|
#5607
|
elite*gold: 0
Join Date: Apr 2011
Posts: 6
Received Thanks: 0
|
How easily can this get out accounts banned? Is this hack visible to NCSoft NA?
|
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|
06/15/2017, 02:19
|
#5608
|
elite*gold: 27
Join Date: Sep 2009
Posts: 5,592
Received Thanks: 1,596
|
Quote:
Originally Posted by crazypants14
How easily can this get out accounts banned? Is this hack visible to NCSoft NA?
|
NA is pretty safe you can do litterly anything there.
At NA wasn't a single ban for ~6 months now.
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|
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06/15/2017, 03:02
|
#5609
|
elite*gold: 0
Join Date: Oct 2012
Posts: 4
Received Thanks: 0
|
Isnt working mate can u fix this as soon as u can
|
|
|
06/15/2017, 03:18
|
#5610
|
elite*gold: 27
Join Date: Sep 2009
Posts: 5,592
Received Thanks: 1,596
|
Quote:
Originally Posted by darkshadowsonic
Isnt working mate can u fix this as soon as u can
|
It should already be back up working, was just about 5 minutes.
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All times are GMT +2. The time now is 22:46.
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