Quote:
Originally Posted by funnyjerkz
(Post 36085429)
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
(Post 36085429)
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.
|