You can also do it in a better way!
Healing 28% Health:
func void HP01()
{
if(hero.attribute[ATR_HITPOINTS_MAX] < 150)
{
Npc_ChangeAttribute(self,ATR_HITPOINTS,50);
}
else if(hero.attribute[ATR_HITPOINTS_MAX] >= 150)
{
var int CURHP;
CURHP = hero.attribute[ATR_HITPOINTS_MAX]*28;
Npc_Changeattribute(self,atr_hitpoints,curhp/100);
};
};
Healing 39% Health:
func void HP01()
{
if(hero.attribute[ATR_HITPOINTS_MAX] < 150)
{
Npc_ChangeAttribute(self,ATR_HITPOINTS,50);
}
else if(hero.attribute[ATR_HITPOINTS_MAX] >= 150)
{
var int CURHP;
CURHP = hero.attribute[ATR_HITPOINTS_MAX]*39;
Npc_Changeattribute(self,atr_hitpoints,curhp/100);
};
};
Healing 69% Health:
func void HP01()
{
if(hero.attribute[ATR_HITPOINTS_MAX] < 150)
{
Npc_ChangeAttribute(self,ATR_HITPOINTS,50);
}
else if(hero.attribute[ATR_HITPOINTS_MAX] >= 150)
{
var int CURHP;
CURHP = hero.attribute[ATR_HITPOINTS_MAX]*69;
Npc_Changeattribute(self,atr_hitpoints,curhp/100);
};
};