Para's VanillaTool [Rework]

06/11/2017 16:43 anthonyzye#5596
Hello Para i've changed windows and it's been a long time i did not played aion Can you reactivate my id Please?
06/12/2017 19:52 funnyjerkz#5597
The IO script does what? Just for Event or EXP/ Auto Loot something?
06/12/2017 20:02 Paraly#5598
Quote:
Originally Posted by funnyjerkz View Post
The IO script does what? Just for Event or EXP/ Auto Loot something?
The IO script was the best exploit a year ago, however nowadays it can be used for some event drops they might drop from the idiums/cannonballs as well.
06/12/2017 20:16 funnyjerkz#5599
Quote:
Originally Posted by Paraly View Post
The IO script was the best exploit a year ago, however nowadays it can be used for some event drops they might drop from the idiums/cannonballs as well.
good to know, wish i had came back sooner. read people were getting omega drops like crazy q.q haha nah only doll event right now. Thanks though. Oh btw is there a way to add food or stone skin to the auto scroll script ?
06/12/2017 20:25 Paraly#5600
Quote:
Originally Posted by funnyjerkz View Post
good to know, wish i had came back sooner. read people were getting omega drops like crazy q.q haha nah only doll event right now. Thanks though. Oh btw is there a way to add food or stone skin to the auto scroll script ?
Sure, you can add anything


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

#IF=%Timer=55555,1800000; <-- if cooldown timer is running for more then 30 minutes
Command=/use FOODNAMEHERE; <-- use food again
_CreateTimer=55555; <-- restart the cooldown timer
#ENDIF
below
Code:
_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ENU/;
#EXECUTE=RebuffNA;
#ELSE
#EXECUTE=RebuffEU;
#ENDIF
06/12/2017 20:33 funnyjerkz#5601
Quote:
Originally Posted by Paraly View Post
Sure, you can add anything


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

#IF=%Timer=55555,1800000; <-- if cooldown timer is running for more then 30 minutes
Command=/use FOODNAMEHERE; <-- use food again
_CreateTimer=55555; <-- restart the cooldown timer
#ENDIF
below
Code:
_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ENU/;
#EXECUTE=RebuffNA;
#ELSE
#EXECUTE=RebuffEU;
#ENDIF
Yes! ty. What does enhance movement do ? I can make myself run faster?
06/12/2017 20:35 Paraly#5602
Quote:
Originally Posted by funnyjerkz View Post
Yes! ty. What does enhance movement do ? I can make myself run faster?
Yes it will make yourself run faster however you will get rollbacks from time to time this can't be avoided on the retail servers, people still wanted this feature to reach the enemy more easy in PvP
06/12/2017 20:44 funnyjerkz#5603
Quote:
Originally Posted by Paraly View Post
Yes it will make yourself run faster however you will get rollbacks from time to time this can't be avoided on the retail servers, people still wanted this feature to reach the enemy more easy in PvP
yeah, okay that's what I figured, that's exactly what's been happening. I get rolled back to I just lowered it, Thanks :)

Is there a way for the editor to run in the background?
06/12/2017 20:59 Paraly#5604
Quote:
Originally Posted by funnyjerkz View Post
Did you mean right ABOVE that 2nd line of code, because the skill and food worked but not the scrolls anymore lol sry.



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

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

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

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

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

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

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

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

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


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


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

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

Delay=5;





start_RebuffNA;

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

end_RebuffNA;


start_RebuffEU;

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

end_RebuffEU;



start_ForcedRebuff;

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

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

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

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

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

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

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

end_ForcedRebuff;


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



start_langENU;

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

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

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

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

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


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

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

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

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

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

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

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


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


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

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

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

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

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

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


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

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

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

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

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

end_langENU;




start_langENG;

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

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

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

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

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


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

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

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

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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

end_langENG;



start_langDEU;

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

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

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

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

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


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

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

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

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

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

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

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


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


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

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

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

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

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

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


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

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

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

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

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

end_langDEU;




start_langFRA;

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

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

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

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

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


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

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

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

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

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

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

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


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


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

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

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

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

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

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


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

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

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

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

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

end_langFRA;






start_langESN;

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

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

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

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

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


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

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

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

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

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

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

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


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


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

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

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

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

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

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


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

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

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

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

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

end_langESN;






start_langITA;

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

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

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

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

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


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

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

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

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

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

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

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


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


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

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

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

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

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

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


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

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

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

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

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

end_langITA;





start_langPLK;

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

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

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

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

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


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

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

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

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

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

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

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


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


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

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

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

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

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

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


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

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

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

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

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

end_langPLK;

start_RebuffENU;

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

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

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

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

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


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

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

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

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

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

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

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


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


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

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

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

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

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

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


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

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

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

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

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

end_RebuffENU;




start_RebuffENG;

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

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

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

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

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


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

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

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

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

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

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

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


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


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

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

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

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

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

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


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

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

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

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

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

end_RebuffENG;



start_RebuffDEU;

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

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

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

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

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


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

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

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

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

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

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

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


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


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

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

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

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

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

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


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

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

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

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

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

end_RebuffDEU;




start_RebuffFRA;

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

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

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

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

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


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

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

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

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

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

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

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


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


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

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

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

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

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

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


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

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

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

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

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

end_RebuffFRA;






start_RebuffESN;

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

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

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

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

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


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

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

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

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

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

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

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


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


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

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

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

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

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

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


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

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

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

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

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

end_RebuffESN;






start_RebuffITA;

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

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

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

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

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


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

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

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

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

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

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

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


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


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

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

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

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

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

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


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

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

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

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

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

end_RebuffITA;





start_RebuffPLK;

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

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

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

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

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


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

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

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

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

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

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

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


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


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

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

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

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

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

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


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

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

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

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

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

end_RebuffPLK;
Quote:
Originally Posted by funnyjerkz View Post
Is there a way for the editor to run in the background?
Just start the hack a second time and inject it a second time, so one instance of the hack you're using active and the other instance will run the script.
06/12/2017 22:36 funnyjerkz#5605
"Eye secure mode" Is that like I took a seed to see in hide or what? I bug today huh? Lol
06/12/2017 22:37 Paraly#5606
Quote:
Originally Posted by funnyjerkz View Post
"Eye secure mode" Is that like I took a seed to see in hide or what? I bug today huh? Lol
Eye secure mode prevents targeting invisible players in case you don't have a real eye buff running
06/15/2017 02:17 crazypants14#5607
How easily can this get out accounts banned? Is this hack visible to NCSoft NA?
06/15/2017 02:19 Paraly#5608
Quote:
Originally Posted by crazypants14 View Post
How easily can this get out accounts banned? Is this hack visible to NCSoft NA?
NA is pretty safe you can do litterly anything there.
At NA wasn't a single ban for ~6 months now.
06/15/2017 03:02 darkshadowsonic#5609
Isnt working mate can u fix this as soon as u can
06/15/2017 03:18 Paraly#5610
Quote:
Originally Posted by darkshadowsonic View Post
Isnt working mate can u fix this as soon as u can
It should already be back up working, was just about 5 minutes.