Deadly Brothers

Members
  • Content Count

    358
  • Avg. Content Per Day

    0
  • Joined

  • Last visited

  • Days Won

    1

Deadly Brothers last won the day on December 15 2018

Deadly Brothers had the most liked content!

Community Reputation

8 Neutral

1 Follower

About Deadly Brothers

  • Rank
    I Am Deadly

Profile Information

  • Gender
    Male
  • Location
    Morroc

Recent Profile Visitors

2,224 profile views
  1. all I need is for them not to click but when they go through the cell that automatic buffs or heal it when they go there to the end of the bridge
  2. Explain: how to make him auto buffs here in this cell part Script Code: - script auto_healbuff -1,{ OnPCLoadMapEvent: if (getmapflag(strcharinfo(0), mf_town)) { sc_start SC_BLESSING,240000,10; specialeffect2 EF_BLESSING; sc_start SC_INCREASEAGI,240000,10; specialeffect2 EF_INCAGILITY; // add more buffs here percentheal 100,100; } end; } new_1-1 mapflag loadevent
  3. how can he change the code to count hours when they see how much time they have spent during the on the game? like this script prontera,150,150,3 script Fallen Hero#main 651,{ .Fneed_minute = 480; mes "[ ^0000FFFallen Hero^000000 ]"; cutin "3rd_rune_knight",2; mes "You need to be online at least"; mes "480 minutes to claim rewards!"; mes "Accumulated "+#daily_minute_count+" / "+.Fneed_minute+" minute(s) - "+ ( ( #daily_minute_count < .Fneed_minute )?" Daily Reward In Progress":"Completed" ); if ( #daily_minute_count < .Fneed_minute ) { close2; cutin "",255; end; } else next; if(gettimetick(2) - #lastpickfallen > (60 * 60 * 24)) { cutin "3rd_rune_knight",2; mes "[ ^0000FFFallen Hero^000000 ]"; mes "Hello "+strcharinfo(0)+" "; mes "Get free items every day."; mes "Let's hope that this day will get something"; next; mes "[ ^0000FFFallen Hero^000000 ]"; mes "Random Item"; mes "For Today..."; if (rand(100) < 10) setarray [email protected][0],6232,6228,13710,12916,5184,5199,5209,5762,5467; // 10% chance else if (rand(100) < 20) setarray [email protected][0],12884,12885,12886,12887,35078; // 20% chance else setarray [email protected][0],13698,13697,14175,14587,12920,12921,14192,16504,12922,7776,12412,35111; // 70% chance set FHitem,[email protected][rand(getarraysize([email protected]))]; getitem FHitem,1; announce strcharinfo(0)+" Has Obtained "+getitemname(FHitem)+" From Our Fallen Hero!",bc_all,0x00FFFF,FW_NORMAL,15; mes "You get "+getitemname(FHitem)+""; set #lastpickfallen,gettimetick(2); next; mes "To come back to win new"; close2; cutin "",255; } else if(gettimetick(2) - #lastpickfallen < (60 * 60 * 24)) { mes "[ ^0000FFFallen Hero^000000 ]"; cutin "3rd_rune_knight",2; mes "You already claimed your reward!"; mes "the cooldown time"; mes "resets ^[email protected]:01AM GMT+8!^000000 everyday!"; close2; cutin "",255; } }
  4. this code is wrong he still works at level 90 should when he level 90 he will not work his effect should start from 1 to 89 only when level 90 he should not effect when he got level 90
  5. same error code parse_simpleexpr: unexpected character * 6597 : if(BaseClass ='>' 90 ) { bonus bHit,30-(3*(BaseLevel/10)); bonus bMaxHP,1000-(100*(BaseLevel/10)); bonus bMaxSP,200-(20*(BaseLevel/10)); bonus bVariableCastrate,-10+(BaseLevel/10); bonus bHealPower,150-(10*(BaseLevel/10)); bonus bHealPower2,10*(BaseLevel/10); bonus bAddItemHealRate,10*(BaseLevel/10); }
  6. @LearningRO i have a error for this --> { parse_simpleexpr: unexpected character * 6597 : if(BaseClass='>'90 ) {bonus bHit,30-(3*(BaseLevel/10)); bonus bMaxHP,1000-(100*(BaseLevel/10)); bonus bMaxSP,200-(20*(BaseLevel/10)); bonus bVariableCastrate,-10+(BaseLevel/10); bonus bHealPower,150-(10*(BaseLevel/10)); bonus bHealPower2,10*(BaseLevel/10); bonus bAddItemHealRate,10*(BaseLevel/10);
  7. how can i put this level rich on their effect once they reach level 90 on character { bonus bHit,30-(3*(BaseLevel/10)); bonus bMaxHP,1000-(100*(BaseLevel/10)); bonus bMaxSP,200-(20*(BaseLevel/10)); bonus bVariableCastrate,-10+(BaseLevel/10); bonus bHealPower,150-(10*(BaseLevel/10)); bonus bHealPower2,10*(BaseLevel/10); bonus bAddItemHealRate,10*(BaseLevel/10); },{},{}