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Para's Script Library
Discussion on Para's Script Library within the Aion forum part of the MMORPGs category.
View Poll Results: You want the scripts for any client language?
Yes, surely!
271
36.97%
No, english and german are enough for me.
462
63.03%
09/28/2017, 18:38
#1621
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Join Date: Jun 2009
Posts: 51
Received Thanks: 2
Quote:
Originally Posted by
Paraly
All of them do
So I can use the Multi Char AFK version and the script will loot the device in the end? that is sweet, because I just leveled 6 accounts full.
ty.
10/01/2017, 13:06
#1622
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Join Date: Jul 2010
Posts: 7
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would be able to create a script; with the same function when opening the cradle boxes, but in this case with the coffers of the event of kromede, that is to say a script that is only executed at the end of the instance, when already you have the keys in the inventory, that is to say that the script picks you a correct box?
10/01/2017, 13:26
#1623
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Join Date: Sep 2009
Posts: 5,609
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Quote:
Originally Posted by
scainline
would be able to create a script; with the same function when opening the cradle boxes, but in this case with the coffers of the event of kromede, that is to say a script that is only executed at the end of the instance, when already you have the keys in the inventory, that is to say that the script picks you a correct box?
All chests in kromede have the same ID, we can't differ anything there.
10/02/2017, 01:56
#1624
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Join Date: Oct 2016
Posts: 108
Received Thanks: 2
Hi, candys still drop in Fire Temple ?
10/02/2017, 02:05
#1625
elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
Quote:
Originally Posted by
nickjaspion
Hi, candys still drop in Fire Temple ?
Yes but just for toons till level 46
10/03/2017, 00:38
#1626
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Join Date: Oct 2016
Posts: 108
Received Thanks: 2
What happen with Falle Poeta Script? Always get Obstacle at last Magic Relic
10/03/2017, 03:01
#1627
elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
Quote:
Originally Posted by
nickjaspion
What happen with Falle Poeta Script? Always get Obstacle at last Magic Relic
Try this version
Attached Files
[EXP] Fallen Poeta - Script ver. 1.17.zip
(17.9 KB, 8 views)
10/04/2017, 04:41
#1628
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Join Date: Oct 2016
Posts: 108
Received Thanks: 2
Quote:
Originally Posted by
Paraly
Try this version
dont work :s
10/04/2017, 20:28
#1629
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Join Date: Nov 2015
Posts: 80
Received Thanks: 1
Any new script for this new event Paraly ?
10/04/2017, 20:34
#1630
elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
Quote:
Originally Posted by
lumcold
Any new script for this new event Paraly ?
Isn't it just an AFK event?
Just use the AFK script from the Short Script Bundle, set to 3 hours and it will log trough all toons and stay AFK for 3 hours each
10/04/2017, 20:59
#1631
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Join Date: Nov 2015
Posts: 80
Received Thanks: 1
ok thx
10/05/2017, 03:10
#1632
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Join Date: Mar 2017
Posts: 28
Received Thanks: 7
I saw you added a smart animation script to the short script bundle, what does it do?
10/05/2017, 03:12
#1633
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Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
Quote:
Originally Posted by
Hacktos
I saw you added a smart animation script to the short script bundle, what does it do?
You may know that most chains have delays when you use a modified animation value, the smart animation script detects when you're going to use a chain and turns animations modes off while you do
10/05/2017, 10:58
#1634
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Join Date: Jul 2010
Posts: 7
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Hello paraly, I have a small problem with creating a mini script, what I want is; leave 1 character connected in X map location, killing 1 mob in specific, And then 1 hour change character and continue doing the same with 1 new character, I'm trying to put together the next 2 script, some way to make it work
Code:
#UseLoop
UseSpeed=280;
Command=/select Maeki;
#EXECUTE=CombatSort;
#ENDIF
Delay=30000;
Code:
start_ChangeCharacter;
Command=/logout;
Delay=15000;
#EXECUTE=SelectSlot;
Delay=1500;
Mouse=400,571; <-- Start
Delay=8000;
end_ChangeCharacter;
start_SelectSlot;
MemWrite=%AddrFreeMem1,%Var10,BYTE;
_IFMemRead=%AddrFreeMem1,BYTE,=2;
Mouse=675,200;
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=3;
Mouse=675,241;
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=4;
Mouse=675,276;
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=5;
Mouse=675,313;
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=6;
Mouse=675,357;
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=7;
Mouse=675,397;
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=8;
Mouse=675,436;
#ENDIF
end_SelectSlot;
I hope your help to make it work, since this is the first time I do this
10/05/2017, 12:49
#1635
elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
Quote:
Originally Posted by
scainline
Hello paraly, I have a small problem with creating a mini script, what I want is; leave 1 character connected in X map location, killing 1 mob in specific, And then 1 hour change character and continue doing the same with 1 new character, I'm trying to put together the next 2 script, some way to make it work
Code:
#UseLoop
UseSpeed=280;
Command=/select Maeki;
#EXECUTE=CombatSort;
#ENDIF
Delay=30000;
Code:
start_ChangeCharacter;
Command=/logout;
Delay=15000;
#EXECUTE=SelectSlot;
Delay=1500;
Mouse=400,571; <-- Start
Delay=8000;
end_ChangeCharacter;
start_SelectSlot;
MemWrite=%AddrFreeMem1,%Var10,BYTE;
_IFMemRead=%AddrFreeMem1,BYTE,=2;
Mouse=675,200;
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=3;
Mouse=675,241;
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=4;
Mouse=675,276;
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=5;
Mouse=675,313;
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=6;
Mouse=675,357;
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=7;
Mouse=675,397;
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=8;
Mouse=675,436;
#ENDIF
end_SelectSlot;
I hope your help to make it work, since this is the first time I do this
This script farms "Maeki" for 60 minutes, then it logs to the next toon and farms him again for 60 minutes.
Be sure all your toons are at the right position and your Aion is running in windowed mode.
Code:
#IF=%FirstTime,;
UseSpeed=1;
#UseLoop
#DisableScrolling
#SmoothBackground
#UseIDPerformance
#SetVar3=Enter the potion name you wanna use for sustain/n/nin case you don't wanna use any write 0;
Command=;
_IFMemPtrRead=%PlayerBase,%OffsetLevel,BYTE,>64;
#SmartSkillPerformance
#ENDIF
#DO=3600000;
Command=/select Maeki;
Delay=200;
_IFMemPtrRead=%TargetBase,%OffsetName,WCHAR[32],=Maeki;
#EXECUTE=CombatSort;
#ENDIF
#UNTIL=%TargetName,---;
TrayInfo=One character has finished Maeki farming.;
#EXECUTE=ChangeCharacter;
start_ChangeCharacter;
Command=/logout;
Delay=15000;
#EXECUTE=SelectSlot;
Delay=1500;
Mouse=400,571; <-- Start
Delay=8000;
end_ChangeCharacter;
start_SelectSlot;
MemWrite=%AddrFreeMem1,%Var10,BYTE;
_IFMemRead=%AddrFreeMem1,BYTE,=2;
Mouse=675,200;
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=3;
Mouse=675,241;
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=4;
Mouse=675,276;
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=5;
Mouse=675,313;
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=6;
Mouse=675,357;
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=7;
Mouse=675,397;
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=8;
Mouse=675,436;
#ENDIF
end_SelectSlot;
start_CombatSort;
_IFMemPtrRead=%PlayerBase,%OffsetGravity,BYTE,=5;
_MemPtrReadVar=%PlayerBase,%OffsetPosX,FLOAT,15;
_MemPtrReadVar=%PlayerBase,%OffsetPosY,FLOAT,16;
_MemPtrReadVar=%PlayerBase,%OffsetPosZ,FLOAT,17;
MoveTo=%Var15,%Var16,%Var17,True,False;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetGravity,BYTE,=5;
_IFMemPtrRead=%PlayerBase,%OffsetData/0x38,BYTE,=1;
#DO=3000;
UseID=50000;
Command=/skill Toggle Combat;
Delay=1500;
_UNTILMemPtrRead=%PlayerBase,%OffsetData/0x38,BYTE,=33;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=0;
#EXECUTE=CombatWarrior;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
#EXECUTE=CombatGladiator;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
#EXECUTE=CombatTemplar;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=3;
#EXECUTE=CombatScout;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
#EXECUTE=CombatAssassin;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
#EXECUTE=CombatRanger;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=6;
#EXECUTE=CombatMage;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
#EXECUTE=CombatSorcerer;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
#EXECUTE=CombatSpiritmaster;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=9;
#EXECUTE=CombatPriest;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
#EXECUTE=CombatCleric;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
#EXECUTE=CombatChanter;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=12;
#EXECUTE=CombatTechnist;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13;
#EXECUTE=CombatAethertech;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
#EXECUTE=CombatGunslinger;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=15;
#EXECUTE=CombatMuse;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
#EXECUTE=CombatSongweaver;
#ENDIF
end_CombatSort;
start_CombatGladiator;
MemWrite=%AddrFreeMem6,0,BYTE;
GoTowardsTarget=<5,5000;
SmartSkill=598,180000,300,False,False; <-- Berserking
SmartSkill=706,300000,750,False,False; <-- Wall of Steel
SmartSkill=620,180000,750,False,False; <-- Armor of Attrition
SmartSkill=2932,180000,750,False,False; <-- Unwavering Devotion
CreateTimer=999999;
#DO=300000;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=779,10000,750,2500,False; <-- Fury Absorption
#ENDIF
#EXECUTE=MidCombatGladiator;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=2901,12000,750,2500,False; <-- Body Smash
#ENDIF
#EXECUTE=MidCombatGladiator;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=2876,10000,750,3000,False; <-- Ferocious Strike
#ENDIF
#EXECUTE=MidCombatGladiator;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=718,18000,750,2500,False; <-- Cleave
#ENDIF
#EXECUTE=MidCombatGladiator;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=668,30000,750,2000,False; <-- Weakening Blow
#ENDIF
#EXECUTE=MidCombatGladiator;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=553,180000,750,1000,False; <-- Aerial Lockdown
#ENDIF
#EXECUTE=MidCombatGladiator;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=537,180000,750,2000,False; <-- Crushing Blow
#ENDIF
#EXECUTE=MidCombatGladiator;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=646,60000,750,False,False; <-- Piercing Rupture
#ENDIF
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_UNTILMemRead=%AddrFreeMem6,BYTE,=1;
end_CombatGladiator;
start_MidCombatGladiator;
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,>75;
SmartSkill=598,180000,750,False,False; <-- Berserking
#ENDIF
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,>75;
SmartSkill=706,300000,750,False,False; <-- Wall of Steel
#ENDIF
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,>75;
SmartSkill=620,180000,750,False,False; <-- Armor of Attrition
#ENDIF
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,>75;
SmartSkill=2932,180000,750,False,False; <-- Unwavering Devotion
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<65;
SmartSkill=648,180000,750,False,False; <-- Second Wind
#ENDIF
#IF=%Timer=999999,10000;<-- If target got no damage after 10000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SendKey=0x1B;
MemPtrWrite=%AddrESChwnd,%OffsetESChwnd,142,BYTE;
TrayInfo=Target receives no damage, combat stopped!;
#ENDIF
#EXECUTE=Potion;
end_MidCombatGladiator;
start_CombatTemplar;
MemWrite=%AddrFreeMem6,0,BYTE;
GoTowardsTarget=<5,5000;
SmartSkill=2932,180000,750,False,False; <-- Unwavering Devotion
SmartSkill=3127,180000,750,False,False; <-- Iron Skin
SmartSkill=2933,90000,750,False,False; <-- Empyrean Fury
CreateTimer=999999;
#DO=300000;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3125,60000,1250,1000,False; <-- Sword Storm
#ENDIF
#EXECUTE=MidCombatTemplar;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3123,30000,750,False,False; <-- Aether Leash
#ENDIF
#EXECUTE=MidCombatTemplar;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=2876,10000,750,2500,False; <-- Ferocious Strike
#ENDIF
#EXECUTE=MidCombatTemplar;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=2901,12000,750,2500,False; <-- Body Smash
#ENDIF
#EXECUTE=MidCombatTemplar;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4605,12000,750,2500,False; <-- Dazing Severe Blow
#ENDIF
#EXECUTE=MidCombatTemplar;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3033,90000,750,False,False; <-- Holy Punishment
#ENDIF
#EXECUTE=MidCombatTemplar;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=2967,90000,750,False,False; <-- Illusion Chains
#ENDIF
#EXECUTE=MidCombatTemplar;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_UNTILMemRead=%AddrFreeMem6,BYTE,=1;
end_CombatTemplar;
start_MidCombatTemplar;
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,>75;
SmartSkill=2932,180000,750,False,False; <-- Unwavering Devotion
#ENDIF
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,>75;
SmartSkill=3127,180000,750,False,False; <-- Iron Skin
#ENDIF
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,>75;
SmartSkill=2933,90000,750,False,False; <-- Empyrean Fury
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<65;
SmartSkill=3129,300000,750,False,False; <-- Empyrean Armor
#ENDIF
#IF=%Timer=999999,10000;<-- If target got no damage after 10000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SendKey=0x1B;
MemPtrWrite=%AddrESChwnd,%OffsetESChwnd,142,BYTE;
TrayInfo=Target receives no damage, combat stopped!;
#ENDIF
#EXECUTE=Potion;
end_MidCombatTemplar;
start_CombatRanger;
MemWrite=%AddrFreeMem6,0,BYTE;
GoTowardsTarget=<20,5000;
SmartSkill=889,60000,400,False,False; <- Bestial Fury
SmartSkill=796,60000,400,False,False; <- Strong Shots
SmartSkill=3235,30000,400,False,False; <- Devotion
SmartSkill=3195,30000,400,False,False; <- Focused Evasion
CreateTimer=999999;
#DO=300000;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=795,12000,750,1500,False; <- Stunning Shot
#ENDIF
#EXECUTE=MidCombatRanger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1005,8000,500,2500,False; <- Swift Shot
#ENDIF
#EXECUTE=MidCombatRanger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=961,16000,750,False,False; <- Entangling shot
#ENDIF
#EXECUTE=MidCombatRanger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=848,60000,750,False,False; <- Dizzying Arrow
#ENDIF
#EXECUTE=MidCombatRanger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=829,60000,750,False,False; <- Holy Arrow
#ENDIF
#EXECUTE=MidCombatRanger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1074,18000,750,False,False; <- Silence Arrow
#ENDIF
#EXECUTE=MidCombatRanger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1140,30000,750,False,False; <- Arrow Storm
#ENDIF
#EXECUTE=MidCombatRanger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=839,60000,750,2000,False; <- Spread Shot
#ENDIF
#EXECUTE=MidCombatRanger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1026,30000,750,False,False; <- Shackle Arrow
#ENDIF
#EXECUTE=MidCombatRanger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1119,180000,750,False,False; <- Unerring Shot
#ENDIF
#EXECUTE=MidCombatRanger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1021,2000,750,False,False; <- Deadshot
#ENDIF
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_UNTILMemRead=%AddrFreeMem6,BYTE,=1;
end_CombatRanger;
start_MidCombatRanger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=889,60000,400,False,False; <- Bestial Fury
SmartSkill=796,60000,400,False,False; <- Strong Shots
SmartSkill=3235,30000,400,False,False; <- Devotion
SmartSkill=3195,30000,400,False,False; <- Focused Evasion
#ENDIF
#IF=%Timer=999999,10000;<-- If target got no damage after 10000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SendKey=0x1B;
MemPtrWrite=%AddrESChwnd,%OffsetESChwnd,142,BYTE;
TrayInfo=Target receives no damage, combat stopped!;
#ENDIF
#EXECUTE=Potion;
end_MidCombatRanger;
start_CombatAssassin;
MemWrite=%AddrFreeMem6,0,BYTE;
GoTowardsTarget=<3,5000;
SmartSkill=3370,180000,500,False,False; <- Slayer Form I
SmartSkill=3481,300000,500,False,False; <- Apply Deadly Poison
SmartSkill=3355,120000,500,False,False; <- Flurry
SmartSkill=3468,30000,500,False,False; <- Killer's Eye
SmartSkill=3235,30000,500,False,False; <- Devotion
SmartSkill=3469,300000,500,False,False; <- Deadly Focus
SmartSkill=3195,30000,500,False,False; <- Focused Evasion
CreateTimer=999999;
#DO=300000;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3415,90000,1000,False,False; <- Massacre
#ENDIF
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3363,40000,750,False,False; <- Ambush
#ENDIF
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3517,60000,750,False,False; <- Weakening Blow
#ENDIF
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3207,16000,750,2500,False; <- Surprise Attack
#ENDIF
#EXECUTE=MidCombatAssassin;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3194,7000,750,2500,False; <- Swift Edge
#ENDIF
#EXECUTE=MidCombatAssassin;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3426,6000,750,2500,False; <- Fang Strike
#ENDIF
#EXECUTE=MidCombatAssassin;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3394,7000,750,750,False; <- Rune Carve
#ENDIF
#EXECUTE=MidCombatAssassin;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
_IFTargetDebuffAlive=8306; <- Siegel 4
SmartSkill=3383,18000,750,750,False; <- Pain Rune
#ENDIF
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
_IFTargetDebuffAlive=8307; <- Siegel 5
SmartSkill=3383,18000,750,750,False; <- Pain Rune
#ENDIF
#EXECUTE=MidCombatAssassin;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3476,30000,750,2500,False; <- Assassination
#ENDIF
#EXECUTE=MidCombatAssassin;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3368,60000,750,False,False; <- Ripclaw Strike
#ENDIF
#EXECUTE=MidCombatAssassin;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<65;
_IFTargetDebuffAlive=8306; <- Siegel 4
SmartSkill=3353,60000,750,False,False; <- Blood Rune
#ENDIF
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<65;
_IFTargetDebuffAlive=8307; <- Siegel 5
SmartSkill=3353,60000,750,False,False; <- Blood Rune
#ENDIF
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_UNTILMemRead=%AddrFreeMem6,BYTE,=1;
end_CombatAssassin;
start_MidCombatAssassin;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3370,180000,500,False,False; <- Slayer Form I
SmartSkill=3481,300000,500,False,False; <- Apply Deadly Poison
SmartSkill=3355,120000,500,False,False; <- Flurry
SmartSkill=3468,30000,500,False,False; <- Killer's Eye
SmartSkill=3235,30000,500,False,False; <- Devotion
SmartSkill=3469,300000,500,False,False; <- Deadly Focus
SmartSkill=3195,30000,500,False,False; <- Focused Evasion
SmartSkill=3328,60000,500,False,False; <- Aethertwisting
#ENDIF
#IF=%Timer=999999,10000;<-- If target got no damage after 10000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SendKey=0x1B;
MemPtrWrite=%AddrESChwnd,%OffsetESChwnd,142,BYTE;
TrayInfo=Target receives no damage, combat stopped!;
#ENDIF
#EXECUTE=Potion;
end_MidCombatAssassin;
start_CombatCleric;
MemWrite=%AddrFreeMem6,0,BYTE;
GoTowardsTarget=<25,5000;
SmartSkill=3895,180000,500,False,False; <- Amplification
SmartSkill=3894,60000,500,False,False; <- Prayer of Focus
SmartSkill=3888,180000,500,False,False; <- Sage's Wisdom
SmartSkill=3921,180000,2750,False,False; <- Immortal Shroud
CreateTimer=999999;
#DO=300000;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4053,16000,2750,2500,False; <- Punishing Earth
#ENDIF
#EXECUTE=MidCombatCleric;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4126,30000,550,False,False; <- Summon Holy Servant
#ENDIF
#EXECUTE=MidCombatCleric;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4094,12000,1750,1500,False; <- Earth's Wrath
#ENDIF
#EXECUTE=MidCombatCleric;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4133,16000,550,False,False; <- Chastise
#ENDIF
#EXECUTE=MidCombatCleric;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4072,16000,550,2000,False; <- Slashing Wind
#ENDIF
#EXECUTE=MidCombatCleric;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1626,8000,550,1500,False; <- Hallowed Strike
#ENDIF
#EXECUTE=MidCombatCleric;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1825,24000,550,False,False; <- Infernal Blaze
#ENDIF
#EXECUTE=MidCombatCleric;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4024,2000,1250,2500,False; <- Smite
#ENDIF
#EXECUTE=MidCombatCleric;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4151,60000,550,False,False; <- Land's Bargain
#ENDIF
#EXECUTE=MidCombatCleric;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_UNTILMemRead=%AddrFreeMem6,BYTE,=1;
end_CombatCleric;
start_MidCombatCleric;
SmartSkill=1684,3600000,500,False,False; <- Blessing of Guardianship
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,>50;
SmartSkill=3895,180000,500,False,False; <- Amplification
SmartSkill=3894,60000,500,False,False; <- Prayer of Focus
SmartSkill=3888,180000,500,False,False; <- Sage's Wisdom
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<95;
SmartSkill=3950,30000,550,False,False; <- Light of Rejuvenation
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<80;
SmartSkill=3959,30000,550,False,False; <- Flash of Recovery
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<60;
SmartSkill=4194,120000,550,False,False; <- Life Curtain
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<80;
SmartSkill=4212,6000,3250,False,False; <- Healing Grace
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<80;
SmartSkill=1850,50,2250,False,False; <- Healing Light
#ENDIF
_MemPtrReadVar=%PlayerBase,%OffsetMaxMP,WORD,11; <-- saves max MP in %Var11
_MemPtrReadVar=%PlayerBase,%OffsetMP,WORD,12; <-- saves current MP in %Var12
_Calc11=%Var12/%Var11; <-- divides %Var12 trough %Var11 and saves the result in %Var11
_Calc11=%Var11*100; <-- multiplies %Var11 with 100 and saves the result in %Var11
MemWrite=%AddrFreeMem12,%Var11,FLOAT; <-- writes current mana percent value in %AddrFreeMem12
_IFMemRead=%AddrFreeMem12,FLOAT,<20;
SmartSkill=3877,180000,500,False,False; <- Penance
#ENDIF
_IFMemRead=%AddrFreeMem12,FLOAT,<20;
SmartSkill=4194,120000,550,False,False; <- Life Curtain
#ENDIF
#IF=%Timer=999999,10000;<-- If target got no damage after 10000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SendKey=0x1B;
MemPtrWrite=%AddrESChwnd,%OffsetESChwnd,142,BYTE;
TrayInfo=Target receives no damage, combat stopped!;
#ENDIF
#EXECUTE=Potion;
end_MidCombatCleric;
start_CombatChanter; <-- Created by FallenEdge
MemWrite=%AddrFreeMem6,0,BYTE;
GoTowardsTarget=<5,5000;
_IFBuffAlive=1556;
#ELSE
SmartSkill=1556,1000,50,False,False; <-- Ascension Spell
#ENDIF
_IFBuffAlive=1689;
#ELSE
SmartSkill=1689,1000,50,False,False; <-- Protectorates Prayer
#ENDIF
CreateTimer=999999;
#DO=300000;
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<25;
_IFMemPtrRead=%PlayerBase,%OffsetLevel,BYTE,<26;
SmartSkill=4013,2000,1500,False,False; <-- Smite
#ENDIF
#EXECUTE=MidCombatChanter;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1600,12000,50,False,False; <-- Inescapable Judgment
#ENDIF
#EXECUTE=MidCombatChanter;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1626,8000,50,1500,False; <-- Hallowed Strike
#ENDIF
#EXECUTE=MidCombatChanter;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1825,2000,1500,1500,False; <-- Infernal Blaze
#ENDIF
#EXECUTE=MidCombatChanter;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1789,8000,50,1500,False; <-- Meteor Strike
#ENDIF
#EXECUTE=MidCombatChanter;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_UNTILMemRead=%AddrFreeMem6,BYTE,=1;
end_CombatChanter;
start_MidCombatChanter;
_AutoChain
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<25;
SmartSkill=1813,300000,50,False,False; <-- Block Curtain
#ENDIF
_AutoChain
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<25;
SmartSkill=1698,120000,50,False,False; <-- Protective Ward
#ENDIF
_AutoChain
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<60;
SmartSkill=1745,5000,50,False,False; <-- Word Revival
#ENDIF
_AutoChain
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<30;
SmartSkill=1606,60000,100,False,False; <-- Stamina Restoration
#ENDIF
_MemPtrReadVar=%PlayerBase,%OffsetMaxMP,WORD,11; <-- saves max MP in %Var11
_MemPtrReadVar=%PlayerBase,%OffsetMP,WORD,12; <-- saves current MP in %Var12
_Calc11=%Var12/%Var11; <-- divides %Var12 trough %Var11 and saves the result in %Var11
_Calc11=%Var11*100; <-- multiplies %Var11 with 100 and saves the result in %Var11
MemWrite=%AddrFreeMem12,%Var11,FLOAT; <-- writes current mana percent value in %AddrFreeMem12
_IFMemRead=%AddrFreeMem12,FLOAT,<20;
SmartSkill=1606,60000,100,False,False; <-- Stamina Restoration
#ENDIF
_AutoChain
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<60;
SmartSkill=1860,10000,1100,False,False; <-- Recovery Spell
#ENDIF
_AutoChain
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<50;
SmartSkill=1850,2000,0,False,False; <-- Healing Light
#ENDIF
_AutoChain
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<30;
SmartSkill=1637,180000,50,False,False; <-- Unstoppable
#ENDIF
_AutoChain
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<80;
SmartSkill=1759,30000,100,False,False; <-- Perfect Parry
#ENDIF
_AutoChain
#IF=%Timer=999999,10000;<-- If target got no damage after 10000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SendKey=0x1B;
MemPtrWrite=%AddrESChwnd,%OffsetESChwnd,142,BYTE;
TrayInfo=Target receives no damage, combat stopped!;
#ENDIF
#EXECUTE=Potion;
end_MidCombatChanter;
start_CombatSpiritmaster;
MemWrite=%AddrFreeMem6,0,BYTE;
GoTowardsTarget=<25,5000;
_MemPtrReadVar=%TargetBase,%OffsetName,WCHAR[32],9;
Command=/select Wind Spirit;
Delay=100;
#IF=%TargetName,Wind Spirit;
#ELSE
SmartSkill=3779,60000,750,False,False; <- Summoning Alacrity
UseID=3704;
#ENDIF
Command=/select %Var9;
Delay=100;
SmartSkill=1166,120000,500,False,False; <- Stone Skin
SmartSkill=3573,120000,500,False,False; <- Sympathetic Mind
SmartSkill=3602,180000,500,False,False; <- Elemental Spirit Armor
CreateTimer=999999;
#DO=300000;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3852,120000,1050,False,False; <- Command: Wind Wrath
#ENDIF
#EXECUTE=MidCombatSpiritmaster;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3588,12000,2250,1500,False; <- Weaken Spirit
#ENDIF
#EXECUTE=MidCombatSpiritmaster;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3613,15000,500,1500,False; <- Chain of Earth
#ENDIF
#EXECUTE=MidCombatSpiritmaster;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1459,3000,500,False,False; <- Erosion
#ENDIF
#EXECUTE=MidCombatSpiritmaster;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3837,14000,500,1500,False; <- Command: Wind Disturbance
#ENDIF
#EXECUTE=MidCombatSpiritmaster;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1363,10000,2250,1500,False; <- Ice Chain
#ENDIF
#EXECUTE=MidCombatSpiritmaster;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3831,10000,1750,False,False; <- Summon Wind Servant
#ENDIF
#EXECUTE=MidCombatSpiritmaster;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3601,1000,2000,False,False; <- Vacuum Choke
#ENDIF
#EXECUTE=MidCombatSpiritmaster;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3776,60000,750,3500,False; <- Soul Torrent
#ENDIF
#EXECUTE=MidCombatSpiritmaster;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3853,30000,750,False,False; <- Command: Wind Pique
#ENDIF
#EXECUTE=MidCombatSpiritmaster;
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,DWORD,<40;
SmartSkill=3643,120000,2000,False,False; <- Wind Erosion
#ENDIF
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_UNTILMemRead=%AddrFreeMem6,BYTE,=1;
end_CombatSpiritmaster;
start_MidCombatSpiritmaster;
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<40;
SmartSkill=3833,180000,750,False,False; <- Command: Bodyguard
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<80;
SmartSkill=3839,180000,750,False,False; <- Spirit Preserve
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<65;
SmartSkill=4665,24000,2250,False,False; <- Backdraft
#ENDIF
SmartSkill=1166,120000,500,False,False; <- Stone Skin
SmartSkill=3573,120000,500,False,False; <- Sympathetic Mind
SmartSkill=3602,180000,500,False,False; <- Elemental Spirit Armor
_MemPtrReadVar=%PlayerBase,%OffsetMaxMP,WORD,11; <-- saves max MP in %Var11
_MemPtrReadVar=%PlayerBase,%OffsetMP,WORD,12; <-- saves current MP in %Var12
_Calc11=%Var12/%Var11; <-- divides %Var12 trough %Var11 and saves the result in %Var11
_Calc11=%Var11*100; <-- multiplies %Var11 with 100 and saves the result in %Var11
MemWrite=%AddrFreeMem12,%Var11,FLOAT; <-- writes current mana percent value in %AddrFreeMem12
_IFMemRead=%AddrFreeMem12,FLOAT,<20;
SmartSkill=3738,120000,2250,False,False; <- Spirit Absorption
#ENDIF
#IF=%Timer=999999,10000;<-- If target got no damage after 10000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SendKey=0x1B;
MemPtrWrite=%AddrESChwnd,%OffsetESChwnd,142,BYTE;
TrayInfo=Target receives no damage, combat stopped!;
#ENDIF
#EXECUTE=Potion;
end_MidCombatSpiritmaster;
start_CombatGunslinger;
MemWrite=%AddrFreeMem6,0,BYTE;
GoTowardsTarget=<20,5000;
SmartSkill=2045,300000,500,False,False; <- Aion's Favor
SmartSkill=2124,180000,500,False,False; <- Anticipation
SmartSkill=2046,60000,500,False,False; <- Stopping Power
SmartSkill=2273,60000,500,False,False; <- Sighting
SmartSkill=2052,30000,500,False,False; <- Pressurized Chamber
SmartSkill=1923,30000,500,False,False; <- Bulletproof
CreateTimer=999999;
#DO=300000;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1953,24000,750,False,False; <- Hot Shot
#ENDIF
#EXECUTE=MidCombatGunslinger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
_MemPtrReadVar=%PlayerBase,%OffsetMaxMP,WORD,11; <-- saves max MP in %Var11
_MemPtrReadVar=%PlayerBase,%OffsetMP,WORD,12; <-- saves current MP in %Var12
_Calc11=%Var12/%Var11; <-- divides %Var12 trough %Var11 and saves the result in %Var11
_Calc11=%Var11*100; <-- multiplies %Var11 with 100 and saves the result in %Var11
MemWrite=%AddrFreeMem12,%Var11,FLOAT; <-- writes current mana percent value in %AddrFreeMem12
_IFMemRead=%AddrFreeMem12,FLOAT,<20;
SmartSkill=2179,24000,500,3000,False; <- Crosstrigger
CreateTimer=1969;
CreateTimer=1968;
CreateTimer=1967;
CreateTimer=1966;
CreateTimer=1965;
CreateTimer=1964;
CreateTimer=1963;
CreateTimer=1962;
CreateTimer=1961;
CreateTimer=1960;
CreateTimer=1959;
CreateTimer=1958;
CreateTimer=1957;
CreateTimer=2179;
CreateTimer=2178;
CreateTimer=2177;
CreateTimer=2176;
CreateTimer=2175;
CreateTimer=2174;
CreateTimer=2173;
CreateTimer=2172;
CreateTimer=2171;
CreateTimer=2065;
CreateTimer=2064;
CreateTimer=2063;
CreateTimer=2062;
CreateTimer=2061;
CreateTimer=2060;
CreateTimer=2059;
CreateTimer=2058;
CreateTimer=2057;
CreateTimer=2056;
CreateTimer=2055;
#ENDIF
#EXECUTE=MidCombatGunslinger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
#IF=%Timer=1969,1500;
#IF=%Timer=2179,1500;
#IF=%Timer=2065,1500;
#IF=%Timer=2053,30000;
#3DO=750;
UseID=2053; <-- Reload
_3UNTILMemRead=%AddrLastID,DWORD,=2053;
_IFMemPtrRead=%PlayerBase,%OffsetCurrentID,DWORD,=2053;
CreateTimer=2053;
DeleteTimer=1969;
DeleteTimer=1968;
DeleteTimer=1967;
DeleteTimer=1966;
DeleteTimer=1965;
DeleteTimer=1964;
DeleteTimer=1963;
DeleteTimer=1962;
DeleteTimer=1961;
DeleteTimer=1960;
DeleteTimer=1959;
DeleteTimer=1958;
DeleteTimer=1957;
DeleteTimer=2179;
DeleteTimer=2178;
DeleteTimer=2177;
DeleteTimer=2176;
DeleteTimer=2175;
DeleteTimer=2174;
DeleteTimer=2173;
DeleteTimer=2172;
DeleteTimer=2171;
DeleteTimer=2065;
DeleteTimer=2064;
DeleteTimer=2063;
DeleteTimer=2062;
DeleteTimer=2061;
DeleteTimer=2060;
DeleteTimer=2059;
DeleteTimer=2058;
DeleteTimer=2057;
DeleteTimer=2056;
DeleteTimer=2055;
#ENDIF
#EXECUTE=MidCombatGunslinger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
#IF=%Timer=1969,1500;
#IF=%Timer=2179,1500;
#IF=%Timer=2065,1500;
#IF=%Timer=2054,60000;
#3DO=750;
UseID=2054; <-- Autoload
_3UNTILMemRead=%AddrLastID,DWORD,=2054;
_IFMemPtrRead=%PlayerBase,%OffsetCurrentID,DWORD,=2054;
CreateTimer=2054;
DeleteTimer=1969;
DeleteTimer=1968;
DeleteTimer=1967;
DeleteTimer=1966;
DeleteTimer=1965;
DeleteTimer=1964;
DeleteTimer=1963;
DeleteTimer=1962;
DeleteTimer=1961;
DeleteTimer=1960;
DeleteTimer=1959;
DeleteTimer=1958;
DeleteTimer=1957;
DeleteTimer=2179;
DeleteTimer=2178;
DeleteTimer=2177;
DeleteTimer=2176;
DeleteTimer=2175;
DeleteTimer=2174;
DeleteTimer=2173;
DeleteTimer=2172;
DeleteTimer=2171;
DeleteTimer=2065;
DeleteTimer=2064;
DeleteTimer=2063;
DeleteTimer=2062;
DeleteTimer=2061;
DeleteTimer=2060;
DeleteTimer=2059;
DeleteTimer=2058;
DeleteTimer=2057;
DeleteTimer=2056;
DeleteTimer=2055;
#ENDIF
#EXECUTE=MidCombatGunslinger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1969,16000,500,3000,False; <- Gunshot
CreateTimer=1969;
CreateTimer=1968;
CreateTimer=1967;
CreateTimer=1966;
CreateTimer=1965;
CreateTimer=1964;
CreateTimer=1963;
CreateTimer=1962;
CreateTimer=1961;
CreateTimer=1960;
CreateTimer=1959;
CreateTimer=1958;
CreateTimer=1957;
CreateTimer=2179;
CreateTimer=2178;
CreateTimer=2177;
CreateTimer=2176;
CreateTimer=2175;
CreateTimer=2174;
CreateTimer=2173;
CreateTimer=2172;
CreateTimer=2171;
CreateTimer=2065;
CreateTimer=2064;
CreateTimer=2063;
CreateTimer=2062;
CreateTimer=2061;
CreateTimer=2060;
CreateTimer=2059;
CreateTimer=2058;
CreateTimer=2057;
CreateTimer=2056;
CreateTimer=2055;
#ENDIF
#EXECUTE=MidCombatGunslinger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=2226,2000,1250,False,False; <- Direct Shot
#ENDIF
#EXECUTE=MidCombatGunslinger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<65;
SmartSkill=2349,90000,550,2500,False; <- Anti-Enemy Fire
#ENDIF
#EXECUTE=MidCombatGunslinger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=2263,18000,750,False,False; <- Quieting Gale
#ENDIF
#EXECUTE=MidCombatGunslinger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=2003,60000,750,False,False; <- Wing Clip
#ENDIF
#EXECUTE=MidCombatGunslinger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=2166,24000,750,False,False; <- Green Grenade
#ENDIF
#EXECUTE=MidCombatGunslinger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_UNTILMemRead=%AddrFreeMem6,BYTE,=1;
end_CombatGunslinger;
start_MidCombatGunslinger;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=2045,300000,500,False,False; <- Aion's Favor
#ENDIF
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=2124,180000,500,False,False; <- Anticipation
#ENDIF
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1923,30000,500,False,False; <- Bulletproof
#ENDIF
#IF=%Timer=999999,10000;<-- If target got no damage after 10000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SendKey=0x1B;
MemPtrWrite=%AddrESChwnd,%OffsetESChwnd,142,BYTE;
TrayInfo=Target receives no damage, combat stopped!;
#ENDIF
#EXECUTE=Potion;
end_MidCombatGunslinger;
start_CombatSongweaver;
MemWrite=%AddrFreeMem6,0,BYTE;
GoTowardsTarget=<25,5000;
SmartSkill=4442,120000,500,False,False; <- Protective Ode
SmartSkill=4449,3600000,500,False,False; <- Etude
CreateTimer=999999;
#DO=300000;
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SmartSkill=4296,16000,750,1250,False; <- Syncopated Echo
#ENDIF
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SmartSkill=4471,120000,500,1500,3000; <- Fiery Requiem
#ENDIF
#EXECUTE=MidCombatSongweaver;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4233,12000,1250,2500,False; <- Song of Ice
#ENDIF
#EXECUTE=MidCombatSongweaver;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4272,16000,750,2500,False; <- Bright Strike
#ENDIF
#EXECUTE=MidCombatSongweaver;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4424,30000,500,False,False; <- Quaver
#ENDIF
#EXECUTE=MidCombatSongweaver;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4405,30000,500,False,False; <- Adagio
#ENDIF
#EXECUTE=MidCombatSongweaver;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4523,16000,1250,False,False; <- Sonic Gust
#ENDIF
#EXECUTE=MidCombatSongweaver;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4420,2000,1250,False,False; <- Pulse
#ENDIF
#EXECUTE=MidCombatSongweaver;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_UNTILMemRead=%AddrFreeMem6,BYTE,=1;
end_CombatSongweaver;
start_MidCombatSongweaver;
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<50;
SmartSkill=4351,6000,1250,3000,False; <- Soothing Melody
#ENDIF
_MemPtrReadVar=%PlayerBase,%OffsetMaxMP,WORD,11; <-- saves max MP in %Var11
_MemPtrReadVar=%PlayerBase,%OffsetMP,WORD,12; <-- saves current MP in %Var12
_Calc11=%Var12/%Var11; <-- divides %Var12 trough %Var11 and saves the result in %Var11
_Calc11=%Var11*100; <-- multiplies %Var11 with 100 and saves the result in %Var11
MemWrite=%AddrFreeMem12,%Var11,FLOAT; <-- writes current mana percent value in %AddrFreeMem12
_IFMemRead=%AddrFreeMem12,FLOAT,<20;
SmartSkill=4383,30000,500,False,False; <- Resonating Melody
#ENDIF
_IFMemRead=%AddrFreeMem12,FLOAT,<20;
SmartSkill=4571,6000,500,False,False; <- Resonating Counterpoint
#ENDIF
SmartSkill=4442,120500,500,False,False; <- Protective Ode
SmartSkill=4449,3600000,500,False,False; <- Etude
#IF=%Timer=999999,10000;<-- If target got no damage after 10000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SendKey=0x1B;
MemPtrWrite=%AddrESChwnd,%OffsetESChwnd,142,BYTE;
TrayInfo=Target receives no damage, combat stopped!;
#ENDIF
#EXECUTE=Potion;
end_MidCombatSongweaver;
start_CombatSorcerer; <-- created by Shimizu20
MemWrite=%AddrFreeMem6,0,BYTE;
GoTowardsTarget=<25,5000;
SmartSkill=1166,120000,500,False,False; <- Stone Skin/Steinhaut
SmartSkill=4449,3600000,500,False,False; <- Robe of Flame/Robe der Flamme
SmartSkill=1249,180000,500,False,False; <- Magic Assist/Magieexplosion
SmartSkill=1270,30000,500,False,False; <- Vaizel's Wisdom/Vaizels Weisheit
CreateTimer=999999;
#DO=300000;
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SmartSkill=1258,120000,4250,False,False; <- Aetherflame/Feuer der magischen Kraft
#ENDIF
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SmartSkill=1509,60000,2250,False,False; <- Magma Burst/Großer Vulkanausbruch
#ENDIF
#EXECUTE=MidCombatSorcerer;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1183,60000,500,False,False; <- Freeze/Frost
#ENDIF
#EXECUTE=MidCombatSorcerer;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1281,3000,2250,2250,False; <- Flame Harpoon/Flammenharpune
#ENDIF
#EXECUTE=MidCombatSorcerer;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1375,10000,2250,1250,False; <- Ice Chain/Eiskette
#ENDIF
#EXECUTE=MidCombatSorcerer;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1269,90000,500,2250,False; <- Wind Spear/Speer des Windes
#ENDIF
#EXECUTE=MidCombatSorcerer;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1294,500,2250,2250,False; <- Flame Bolt/Flammenpfeil
#ENDIF
#EXECUTE=MidCombatSorcerer;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1430,30000,2250,False,False; <- Delayed Blast/Verzögerte Explosion
#ENDIF
#EXECUTE=MidCombatSorcerer;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1519,5000,500,False,False; <- Flame Cage/Flammenkäfig
#ENDIF
#EXECUTE=MidCombatSorcerer;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1257,3000,1250,1250,False; <- Refracting Shard/Funkelnde Scherbe
#ENDIF
#EXECUTE=MidCombatSorcerer;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1401,60000,500,False,False; <- Stamina Absorption/Ausdauerabsorption
#ENDIF
#EXECUTE=MidCombatSorcerer;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_UNTILMemRead=%AddrFreeMem6,BYTE,=1;
end_CombatSorcerer;
start_MidCombatSorcerer;
_MemPtrReadVar=%PlayerBase,%OffsetMaxMP,WORD,11; <-- saves max MP in %Var11
_MemPtrReadVar=%PlayerBase,%OffsetMP,WORD,12; <-- saves current MP in %Var12
_Calc11=%Var12/%Var11; <-- divides %Var12 trough %Var11 and saves the result in %Var11
_Calc11=%Var11*100; <-- multiplies %Var11 with 100 and saves the result in %Var11
MemWrite=%AddrFreeMem12,%Var11,FLOAT; <-- writes current mana percent value in %AddrFreeMem12
_IFMemRead=%AddrFreeMem12,FLOAT,<50;
SmartSkill=1203,180000,500,False,False; <- Gain Mana/Managewinn
#ENDIF
SmartSkill=1166,120000,500,False,False; <- Stone Skin/Steinhaut
SmartSkill=4449,3600000,500,False,False; <- Robe of Flame/Robe der Flamme
SmartSkill=1249,180000,500,False,False; <- Magic Assist/Magieexplosion
SmartSkill=1270,30000,500,False,False; <- Vaizel's Wisdom/Vaizels Weisheit
#IF=%Timer=999999,10000;<-- If target got no damage after 10000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SendKey=0x1B;
MemPtrWrite=%AddrESChwnd,%OffsetESChwnd,142,BYTE;
TrayInfo=Target receives no damage, combat stopped!;
#ENDIF
#EXECUTE=Potion;
end_MidCombatSorcerer;
start_CombatWarrior;
MemWrite=%AddrFreeMem6,0,BYTE;
GoTowardsTarget=<5,5000;
CreateTimer=999999;
#DO=300000;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=2865,10000,750,1000,False; <-- Ferocious Strike
#ENDIF
#EXECUTE=MidCombatWarrior;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=2890,12000,750,False,False; <-- Body Smash
#ENDIF
Command=/attack;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_UNTILMemRead=%AddrFreeMem6,BYTE,=1;
end_CombatWarrior;
start_MidCombatWarrior;
#IF=%Timer=999999,10000;<-- If target got no damage after 10000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SendKey=0x1B;
MemPtrWrite=%AddrESChwnd,%OffsetESChwnd,142,BYTE;
TrayInfo=Target receives no damage, combat stopped!;
#ENDIF
#EXECUTE=Potion;
end_MidCombatWarrior;
start_CombatScout;
MemWrite=%AddrFreeMem6,0,BYTE;
GoTowardsTarget=<5,5000;
SmartSkill=3235,30000,500,False,False; <-- Devotion
SmartSkill=3195,30000,500,False,False; <-- Focused Evasion
CreateTimer=999999;
#DO=300000;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3196,16000,750,False,False; <-- Surprise Attack
#ENDIF
#EXECUTE=MidCombatScout;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3182,7000,750,1000,False; <-- Swift Edge
#ENDIF
Command=/attack;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_UNTILMemRead=%AddrFreeMem6,BYTE,=1;
end_CombatScout;
start_MidCombatScout;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=3235,30000,500,False,False; <-- Devotion
SmartSkill=3195,30000,500,False,False; <-- Focused Evasion
#ENDIF
#IF=%Timer=999999,10000;<-- If target got no damage after 10000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SendKey=0x1B;
MemPtrWrite=%AddrESChwnd,%OffsetESChwnd,142,BYTE;
TrayInfo=Target receives no damage, combat stopped!;
#ENDIF
#EXECUTE=Potion;
end_MidCombatScout;
start_CombatMage;
MemWrite=%AddrFreeMem6,0,BYTE;
GoTowardsTarget=<25,5000;
SmartSkill=1155,120000,500,False,False; <-- Stone Skin
CreateTimer=999999;
#DO=300000;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1363,10000,2250,1000,False; <-- Ice Chain
#ENDIF
#EXECUTE=MidCombatMage;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1447,3000,500,False,False; <-- Erosion
#ENDIF
#EXECUTE=MidCombatMage;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1328,60000,500,False,False; <-- Root
#ENDIF
#EXECUTE=MidCombatMage;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1282,2000,2250,1000,False; <-- Flame Bolt
#ENDIF
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_UNTILMemRead=%AddrFreeMem6,BYTE,=1;
end_CombatMage;
start_MidCombatMage;
SmartSkill=1155,120000,500,False,False; <-- Stone Skin
#IF=%Timer=999999,10000;<-- If target got no damage after 10000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SendKey=0x1B;
MemPtrWrite=%AddrESChwnd,%OffsetESChwnd,142,BYTE;
TrayInfo=Target receives no damage, combat stopped!;
#ENDIF
#EXECUTE=Potion;
end_MidCombatMage;
start_CombatPriest;
MemWrite=%AddrFreeMem6,0,BYTE;
GoTowardsTarget=<25,5000;
CreateTimer=999999;
#DO=300000;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4013,2000,1750,False,False; <-- Smite
#ENDIF
#EXECUTE=MidCombatPriest;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1814,24000,750,False,False; <-- Infernal Blaze
#ENDIF
#EXECUTE=MidCombatPriest;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
#IF=%TargetDistance,<5;
SmartSkill=1615,8000,750,False,False; <-- Hallowed Strike
#ENDIF
#EXECUTE=MidCombatPriest;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_UNTILMemRead=%AddrFreeMem6,BYTE,=1;
end_CombatPriest;
start_MidCombatPriest;
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<50;
SmartSkill=1839,50,2250,False,False; <-- Healing Light
#ENDIF
#IF=%Timer=999999,10000;<-- If target got no damage after 10000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SendKey=0x1B;
MemPtrWrite=%AddrESChwnd,%OffsetESChwnd,142,BYTE;
TrayInfo=Target receives no damage, combat stopped!;
#ENDIF
#EXECUTE=Potion;
end_MidCombatPriest;
start_CombatTechnist;
MemWrite=%AddrFreeMem6,0,BYTE;
GoTowardsTarget=<20,5000;
SmartSkill=2168,60000,750,False,False; <-- Bullet Resistance
CreateTimer=999999;
#DO=300000;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1942,24000,750,False,False; <-- Hot Shot
#ENDIF
#EXECUTE=MidCombatTechnist;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1958,16000,750,1500,False; <-- Gunshot
#ENDIF
#EXECUTE=MidCombatTechnist;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=2220,2000,750,False,False; <-- Direct Shot
#ENDIF
#EXECUTE=MidCombatTechnist;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_UNTILMemRead=%AddrFreeMem6,BYTE,=1;
end_CombatTechnist;
start_MidCombatTechnist;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=2168,60000,750,False,False; <-- Bullet Resistance
#ENDIF
#IF=%Timer=999999,10000;<-- If target got no damage after 10000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SendKey=0x1B;
MemPtrWrite=%AddrESChwnd,%OffsetESChwnd,142,BYTE;
TrayInfo=Target receives no damage, combat stopped!;
#ENDIF
#EXECUTE=Potion;
end_MidCombatTechnist;
start_CombatMuse;
MemWrite=%AddrFreeMem6,0,BYTE;
GoTowardsTarget=<20,5000;
CreateTimer=999999;
#DO=300000;
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SmartSkill=4300,60000,500,False,3000; <-- Fiery Descant
#ENDIF
#EXECUTE=MidCombatMuse;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4409,2000,1250,False,False; <-- Pulse
#ENDIF
#EXECUTE=MidCombatMuse;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4222,12000,1250,False,False; <-- Song of Ice
#ENDIF
#EXECUTE=MidCombatMuse;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_UNTILMemRead=%AddrFreeMem6,BYTE,=1;
end_CombatMuse;
start_MidCombatMuse;
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<50;
SmartSkill=4339,6000,1250,False,False; <-- Soothing Melody
#ENDIF
#IF=%Timer=999999,10000;<-- If target got no damage after 10000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SendKey=0x1B;
MemPtrWrite=%AddrESChwnd,%OffsetESChwnd,142,BYTE;
TrayInfo=Target receives no damage, combat stopped!;
#ENDIF
#EXECUTE=Potion;
end_MidCombatMuse;
start_Potion;
_IFMemRead=%AddrFreeMem4,BYTE,=1;
MemPtrWrite=%PlayerBase,%OffsetAnim,300,WORD; <-- Activate NoAnim
#ENDIF
_MemPtrReadVar=%PlayerBase,%OffsetMaxMP,WORD,11; <-- saves max MP in %Var11
_MemPtrReadVar=%PlayerBase,%OffsetMP,WORD,12; <-- saves current MP in %Var12
_Calc11=%Var12/%Var11; <-- divides %Var12 trough %Var11 and saves the result in %Var11
_Calc11=%Var11*100; <-- multiplies %Var11 with 100 and saves the result in %Var11
MemWrite=%AddrFreeMem12,%Var11,FLOAT; <-- writes current mana percent value in %AddrFreeMem12
MemWrite=%AddrFreeMem10,%Var3,WCHAR[1];
_IFMemRead=%AddrFreeMem10,BYTE,65-122;
_IFMemRead=%AddrFreeMem12,FLOAT,<50; <-- If mana below 50%
#IF=%Timer=162000124,30000;
Command=/Use %Var3;
CreateTimer=162000124;
#ENDIF
_IFMemRead=%AddrFreeMem10,BYTE,65-122;
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<40;
#IF=%Timer=162000124,30000;
Command=/Use %Var3;
CreateTimer=162000124;
#ENDIF
end_Potion;
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