Para's Script Library

09/28/2017 18:38 I_Satelite_I#1621
Quote:
Originally Posted by Paraly View Post
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 scainline#1622
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 Paraly#1623
Quote:
Originally Posted by scainline View Post
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 nickjaspion#1624
Hi, candys still drop in Fire Temple ?
10/02/2017 02:05 Paraly#1625
Quote:
Originally Posted by nickjaspion View Post
Hi, candys still drop in Fire Temple ?
Yes but just for toons till level 46
10/03/2017 00:38 nickjaspion#1626
What happen with Falle Poeta Script? Always get Obstacle at last Magic Relic :(
10/03/2017 03:01 Paraly#1627
Quote:
Originally Posted by nickjaspion View Post
What happen with Falle Poeta Script? Always get Obstacle at last Magic Relic :(
Try this version
10/04/2017 04:41 nickjaspion#1628
Quote:
Originally Posted by Paraly View Post
Try this version
dont work :s
10/04/2017 20:28 lumcold#1629
Any new script for this new event Paraly ?
10/04/2017 20:34 Paraly#1630
Quote:
Originally Posted by lumcold View Post
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 lumcold#1631
ok thx :D
10/05/2017 03:10 Hacktos#1632
I saw you added a smart animation script to the short script bundle, what does it do?
10/05/2017 03:12 Paraly#1633
Quote:
Originally Posted by Hacktos View Post
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 scainline#1634
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:confused:
10/05/2017 12:49 Paraly#1635
Quote:
Originally Posted by scainline View Post
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:confused:
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;