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-   -   Para's VanillaTool [Rework] (https://www.elitepvpers.com/forum/aion-hacks-bots-cheats-exploits/3259175-paras-vanillatool-rework.html)

funnyjerkz 06/12/2017 20:33

Quote:

Originally Posted by Paraly (Post 36085319)
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?

Paraly 06/12/2017 20:35

Quote:

Originally Posted by funnyjerkz (Post 36085366)
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

funnyjerkz 06/12/2017 20:44

Quote:

Originally Posted by Paraly (Post 36085371)
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?

Paraly 06/12/2017 20:59

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.

funnyjerkz 06/12/2017 22:36

"Eye secure mode" Is that like I took a seed to see in hide or what? I bug today huh? Lol

Paraly 06/12/2017 22:37

Quote:

Originally Posted by funnyjerkz (Post 36085809)
"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

crazypants14 06/15/2017 02:17

How easily can this get out accounts banned? Is this hack visible to NCSoft NA?

Paraly 06/15/2017 02:19

Quote:

Originally Posted by crazypants14 (Post 36091959)
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.

darkshadowsonic 06/15/2017 03:02

Isnt working mate can u fix this as soon as u can

Paraly 06/15/2017 03:18

Quote:

Originally Posted by darkshadowsonic (Post 36092016)
Isnt working mate can u fix this as soon as u can

It should already be back up working, was just about 5 minutes.

funnyjerkz 06/15/2017 03:30

Quote:

Originally Posted by Paraly (Post 36092040)
It should already be back up working, was just about 5 minutes.

Works for me.
Is there anything you can do for Luna dungeon, like Auto it or something so it's easier or fast.

darkshadowsonic 06/15/2017 03:31

working now mate ty

funnyjerkz 06/15/2017 06:19

Also when I run the auto scroll script even when I unclick it, it enables the gravity. and when I hit f8 it doesn't stop, I usually just gotta crtl+alt+del :(

dutu40 06/15/2017 10:38

Not working for me.

Paraly 06/15/2017 13:38

Quote:

Originally Posted by funnyjerkz (Post 36092164)
Also when I run the auto scroll script even when I unclick it, it enables the gravity. and when I hit f8 it doesn't stop, I usually just gotta crtl+alt+del :(

There isn't a single line at the auto scroll script that activates gravity, besides that you can just use the build in AutoScroll it's much better now.

Just to be clear again what the 5 modes are:

mode 1 contains = Greater Running Scroll
mode 2 contains = Greater Running Scroll - Greater Courage Scroll
mode 3 contains = Greater Running Scroll - Greater Courage Scroll - Fine Crit Strike Scroll
mode 4 contains = Greater Running Scroll - Greater Awakening Scroll
mode 5 contains = Greater Running Scroll - Greater Awakening Scroll - Fine Crit Spell Scroll
(No Event scrolls)

funnyjerkz 06/15/2017 17:43

Quote:

Originally Posted by Paraly (Post 36092815)
There isn't a single line at the auto scroll script that activates gravity, besides that you can just use the build in AutoScroll it's much better now.

Just to be clear again what the 5 modes are:

mode 1 contains = Greater Running Scroll
mode 2 contains = Greater Running Scroll - Greater Courage Scroll
mode 3 contains = Greater Running Scroll - Greater Courage Scroll - Fine Crit Strike Scroll
mode 4 contains = Greater Running Scroll - Greater Awakening Scroll
mode 5 contains = Greater Running Scroll - Greater Awakening Scroll - Fine Crit Spell Scroll
(No Event scrolls)

Yes! Thank you. I like this much better. I was talking about the script tho.

Quote:

Originally Posted by Paraly (Post 36092815)
There isn't a single line at the auto scroll script that activates gravity, besides that you can just use the build in AutoScroll it's much better now.

Just to be clear again what the 5 modes are:

mode 1 contains = Greater Running Scroll
mode 2 contains = Greater Running Scroll - Greater Courage Scroll
mode 3 contains = Greater Running Scroll - Greater Courage Scroll - Fine Crit Strike Scroll
mode 4 contains = Greater Running Scroll - Greater Awakening Scroll
mode 5 contains = Greater Running Scroll - Greater Awakening Scroll - Fine Crit Spell Scroll
(No Event scrolls)

Yes! Thank you. I like this much better.

chronnos15 06/16/2017 03:21

i've payed , waiting for activation !

Paraly 06/16/2017 09:42

Quote:

Originally Posted by chronnos15 (Post 36095060)
i've payed , waiting for activation !

Your ID is activated now, sorry for the delay was night here.

Exem strike 06/18/2017 02:13

any news ? Aion is bored

node182 06/18/2017 10:10

Anyone have a vid on working FT script? also can it sell all the trash loot and keep candies?

Cuckedbattles 06/19/2017 22:59

Has anyone experienced problems in fissure where the character will not transform. Seems to work perfectly with my glad but I have to manually transform the chanter but they are one different accounts.

Give me a minute, I want to run fissure on another character on the bugged account to see if it is a character problem or account problem.

wupeng0719 06/20/2017 03:41

Hi Paraly, it's paid, plz active my code. thx

Paraly 06/20/2017 08:41

Quote:

Originally Posted by wupeng0719 (Post 36106344)
Hi Paraly, it's paid, plz active my code. thx

Your ID is activated now :)

Quote:

Originally Posted by Cuckedbattles (Post 36105974)
Has anyone experienced problems in fissure where the character will not transform. Seems to work perfectly with my glad but I have to manually transform the chanter but they are one different accounts.

Give me a minute, I want to run fissure on another character on the bugged account to see if it is a character problem or account problem.

I can take a look with teamviewer if you like

Cuckedbattles 06/20/2017 15:24

I think my toolbars have been moved around is all. Its hard for me to compare untill I run it again but I bet the transform into fire is probably a mouse location command.

I was flipping thru the Poeta script looking at chanter and was wondering if I could get some input on the chanter skills. Can explain the numbers behind the smart skill and can I find out how to add mountain crash in there?

_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4013,2000,1500,False,False; <-- Smite
#ENDIF

#EXECUTE=MidCombatChanter;

_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1600,12000,50,False,False; <-- Inescapable Judgment
#ENDIF

#EXECUTE=MidCombatChanter;

_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1825,2000,1500,1500,False; <-- Infernal Blaze
#ENDIF

Paraly 06/20/2017 15:38

Quote:

Originally Posted by Cuckedbattles (Post 36107381)
I think my toolbars have been moved around is all. Its hard for me to compare untill I run it again but I bet the transform into fire is probably a mouse location command.

I was flipping thru the Poeta script looking at chanter and was wondering if I could get some input on the chanter skills. Can explain the numbers behind the smart skill and can I find out how to add mountain crash in there?

_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4013,2000,1500,False,False; <-- Smite
#ENDIF

#EXECUTE=MidCombatChanter;

_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1600,12000,50,False,False; <-- Inescapable Judgment
#ENDIF

#EXECUTE=MidCombatChanter;

_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=1825,2000,1500,1500,False; <-- Infernal Blaze
#ENDIF

No, the fire transformation happens by chat command it should work always in case your client is english.

For the SmartSkill part you should take a look [Only registered and activated users can see links. Click Here To Register...]

Cuckedbattles 06/20/2017 19:19

Is there a list of skill ids somewhere that I don't see yet? I see the Skill ID for thunderbolt strike but the one for mountain crash eludes me.

Forget all that, found it. Thanks

Paraly 06/20/2017 19:43

Quote:

Originally Posted by Cuckedbattles (Post 36108021)
Is there a list of skill ids somewhere that I don't see yet? I see the Skill ID for thunderbolt strike but the one for mountain crash eludes me.

Forget all that, found it. Thanks

I don't know which way you found but there're 2 different methods

1. Open the Script Editor, check "Show IDs" and hover above the skill / item / buff

2. get the ID from any aion database like [Only registered and activated users can see links. Click Here To Register...] one (databases might have some wrong IDs rarely)

Capelăo 06/21/2017 10:28

Hello,

I have a question, the hack in my game does not cross the walls and when I activate the speed move the char is always to go back and in the gravity hack he is also always returning to the original position, he walks to the starts. Is it really the case or is there an arrangement?

Ciro232 06/21/2017 11:32

Quote:

Originally Posted by Capelăo (Post 36109421)
Hello,

I have a question, the hack in my game does not cross the walls and when I activate the speed move the char is always to go back and in the gravity hack he is also always returning to the original position, he walks to the starts. Is it really the case or is there an arrangement?

EU or NA?

Paraly 06/21/2017 11:43

Quote:

Originally Posted by Capelăo (Post 36109421)
Hello,

I have a question, the hack in my game does not cross the walls and when I activate the speed move the char is always to go back and in the gravity hack he is also always returning to the original position, he walks to the starts. Is it really the case or is there an arrangement?

Quote:

Originally Posted by Paraly
passing walls needs a lot of practise.

There're different ways of passing a wall


1. Simply press numpad 9 to activate "fast underground" be sure Superglide is activated at the menu.
this will only work in some cases but it's by far the easiest way.


2. Press numpad 8 to disable collsion, you will start falling trough the ground but you will get a reset to your real position every second, to avoid this simply press numpad 7 to lock gravity at the moment when your character is under the ground, done.
This method works nearly everywhere.

3. Search for a uneven ground something like stairs or what ever it just shouldn't be even, go in front of it and use your arrowkeys with enabled "teleport (short range)" to go trough this uneven ground.


note: you should never really try to pass a wall directly it's much easier to pass the ground or the roof

Quote:

Originally Posted by Paraly
Enhanced Movement is not made for reaching a location faster as usual, it's made to reach the enemy more easy in PvP.
There's no way to avoid the rollback.

whenever you stay on a normal ground or you're flying your current height gets flagged as valid but when you lock gravity in mid air and you go higher you don't get this flag anymore cause it's not a valid movement, as soon as you go ~7m higher than you're last valid height you get a reset.
So always try to glide as high as you need before locking gravity

Exem strike 06/21/2017 17:15

Paraly, is there a possibility your hack works on privates servers? Do you have old versions of your program? A working version of aion 5.1?

Paraly 06/21/2017 17:17

Quote:

Originally Posted by Exem strike (Post 36110331)
Paraly, is there a possibility your hack works on privates servers? Do you have old versions of your program? A working version of aion 5.1?

Sure, does the private server support the 64Bit client?

Exem strike 06/21/2017 17:28

Quote:

Originally Posted by Paraly (Post 36110341)
Sure, does the private server support the 64Bit client?

Do you have a 5.1 version of your program? So the private server that I intend to enter requires a donwgrade from version 5.3 to 5.1 probably arrow x64

s2ede 06/21/2017 20:14

Hello , The " EXP SCRIPT " activate the CD of the instance or not ?

Paraly 06/21/2017 20:16

Quote:

Originally Posted by s2ede (Post 36110868)
Hello , The " EXP SCRIPT " activate the CD of the instance or not ?

The loop versions will automatically use the instance reset scroll after each run.

s2ede 06/21/2017 20:24

Quote:

Originally Posted by Paraly (Post 36110876)
The loop versions will automatically use the instance reset scroll after each run.

So i need to be rich for buy a lot of scrool t_t ..

Thx .

funnyjerkz 06/22/2017 09:07

If you have a instance pack you can run FP x5 per week it's better than buying scrolls :(
but yeah' you can't enter otherwise.

Ciro232 06/22/2017 09:25

men, how many kinah per day with hack? what method Funnyjerkz you use to earn kinah?

Exem strike 06/22/2017 17:54

Paraly if you have a script that I clik delete in my auto attack skill it will get giving auto attack as a weave? But will he use the mouse and prevent me from using it or will he just use it alone?

Paraly 06/22/2017 17:56

Quote:

Originally Posted by Exem strike (Post 36113349)
Paraly if you have a script that I clik delete in my auto attack skill it will get giving auto attack as a weave? But will he use the mouse and prevent me from using it or will he just use it alone?

You want a script that spams auto attack without bothering you?


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