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[AJUDA] Source Quarter Level, e ADDPONTOS.


fumam
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Pergunta

kRxcQyZ.png

 

Olá estou com problema. Primeiro o Quarter level. Coloquei isso no controlexp.cpp.

 

void CheckQuarterByLevel(int clientid, int earned)

{

st_Mob *player = (st_Mob*)GetMobFromIndex(clientid);

int exp = 0, next_exp = 0;

if(player->Equip[0].EFV2 <= 2)

exp = player->Exp, next_exp = exp_Mortal_Arch[player->bStatus.Level] - exp_Mortal_Arch[player->bStatus.Level-1];

else

exp = player->Exp, next_exp = exp_Cele_Sub[player->bStatus.Level] - exp_Cele_Sub[player->bStatus.Level-1];

next_exp /= 4;

if(player->Equip[0].EFV1 <= 2) {

if((player->Exp < exp_Mortal_Arch[player->bStatus.Level-1]+next_exp*3)) {

if(player->Exp + earned >= exp_Mortal_Arch[player->bStatus.Level-1]+next_exp*3) {

SendClientMessage(clientid, "Adquiriu 1/4 de bônus");

goto Level;

}

} else if((player->Exp < exp_Mortal_Arch[player->bStatus.Level-1]+next_exp*2)) {

if(player->Exp + earned >= exp_Mortal_Arch[player->bStatus.Level - 1]+next_exp*2) {

SendClientMessage(clientid, "Adquiriu 2/4 de bônus");

goto Level;

}

} else if((player->Exp < exp_Mortal_Arch[player->bStatus.Level-1]+next_exp)) {

if(player->Exp + earned >= exp_Mortal_Arch[player->bStatus.Level - 1]+next_exp) {

SendClientMessage(clientid, "Adquiriu 3/4 de bônus");

goto Level;

}

}

} else {

if((player->Exp < exp_Cele_Sub[player->bStatus.Level-1]+next_exp*3)) {

if(player->Exp + earned >= exp_Cele_Sub[player->bStatus.Level-1]+next_exp*3) {

SendClientMessage(clientid, "Adquiriu 1/4 de bônus");

goto Level;

}

} else if((player->Exp < exp_Cele_Sub[player->bStatus.Level-1]+next_exp*2)) {

if(player->Exp + earned >= exp_Cele_Sub[player->bStatus.Level - 1]+next_exp*2) {

SendClientMessage(clientid, "Adquiriu 2/4 de bônus");

goto Level;

}

} else if((player->Exp < exp_Cele_Sub[player->bStatus.Level-1]+next_exp)) {

if(player->Exp + earned >= exp_Cele_Sub[player->bStatus.Level - 1]+next_exp) {

SendClientMessage(clientid, "Adquiriu 3/4 de bônus");

goto Level;

}

}

}

Level:

player->bStatus.curHP = player->bStatus.maxHP;

player->bStatus.curMP = player->bStatus.maxMP;

player->Status.curHP = player->bStatus.maxHP;

player->Status.curMP = player->bStatus.maxMP;

GetHPMP(clientid); SendScore(clientid); SendStats(clientid); GetCurrentScore(clientid);

}

 

 

e isso no funções.h

void CheckQuarterByLevel(int clientid, int earned);

 

mesmo assim nao le os 1/4, 2/4...

oque falta?

 

e a outra e o ADD PONTOS.

ADICIONEI ISSO NO OtherPacketControl.cpp

 

case 0x277:

if(PontosADC((char*)m_PacketBuffer) == TRUE)

{

ZeroMemory(m_PacketBuffer, *(short*)m_PacketBuffer);

}

 

 

E CRIEI UM .CPP e coloquei isso dentro.

 

int PontosADC(char *Data)

{

if(*(short*)&Data[0] != 0x14)

{

return FALSE;

}

if(*(short*)&Data[11] != 0x10 && *(short*)&Data[12] != 0x0 && *(short*)&Data[13] != 0x0)

{

return FALSE;

}

if(*(short*)&Data[15] != 0x0 && *(short*)&Data[16] != 0x0 && *(short*)&Data[17] != 0x0)

{

return FALSE;

}

p277 *p = (p277*)Data; WORD clientid;

memcpy(&clientid, &Data[6], 2);

st_Mob *player = (st_Mob*)GetMobFromIndex(clientid);

WORD Info;

memcpy(&Info,&Data[14],2);

switch(p->Mode)

{

case 0:

switch(Info)

{

case 00: // STR

if(player->StatusPoint >= 200)

{

player->StatusPoint -= 20;

player->bStatus.STR += 20;

GetHPMP(clientid);

GetCurrentScore(clientid);

SendStats(clientid);

SendScore(clientid);

return TRUE;

}

break;

case 01: // INT

if(player->StatusPoint >= 200)

{

player->StatusPoint -= 20;

player->bStatus.INT += 20;

GetHPMP(clientid);

GetCurrentScore(clientid);

SendStats(clientid);

SendScore(clientid);

return TRUE;

}

break;

case 02://DEX

if(player->StatusPoint >= 200)

{

player->StatusPoint -= 20;

player->bStatus.DEX += 20;

player->bStatus.Attack += 100 / 4;

GetHPMP(clientid);

GetCurrentScore(clientid);

SendStats(clientid);

SendScore(clientid);

return TRUE;

}

if(player->bStatus.DEX % 4 == 0) player->bStatus.Attack += 1;

break;

case 03://CON

if(player->StatusPoint >= 200)

{

player->StatusPoint -= 20;

player->bStatus.CON += 20;

GetHPMP(clientid);

GetCurrentScore(clientid);

SendStats(clientid);

SendScore(clientid);

return TRUE;

}

break;

}

}

return FALSE;

}

 

E DECLAREI NA FUNCOES.H

 

int PontosADC(char *Data);

 

 

SÓ QUE QUANDO CLIKO PRA ALMENTAR 20 PONTOS EM STR, CONS, INT, OU DEX, QUANDO TIVER ACIMA DE 200 PONTOS DE STATUS, A TMSRV PARA DE FUNCIONAR. PQ? ME AJUDEM AI. VLWS.

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case 0x277:

PontosADC((char*)m_PacketBuffer));

break;

 

use assim.

 

mande o controle de exo chama essa função quarto por level.

 

adicionei mas nao adiantou. ainda a tm para de funcionar.

 

 

MEU CONTROLE DE EXP. EU TENTEI ADICONAR COMO PODE VER MAS QUANDO MATAVA ALGO A TM CAIA.

 

void AddExp(int clientid)

{

st_Mob *player = (st_Mob*)GetMobFromIndex(clientid);

int addr_bclient = clientid * 0x0410;

int caos = PByte(clientid * 0x410 + 0x15c6c8e);

FILE *fs = NULL;

char name[100];

char Classe;

char Level;

Classe = player->Equip[0].EFV2;

Level = player->bStatus.Level;

PremioLv(clientid);

//CheckQuarterByLevel(clientid, earned);

 

if(player->Equip[0].EFV2 >= 3)

{

if(player->bStatus.Level >= 5)

{

if(player->Exp < exp_Cele_Sub[player->bStatus.Level - 2])

{

player->Exp = exp_Cele_Sub[player->bStatus.Level - 1];

}

 

}

}

 

 

if(player->Equip[0].EFV2 == 1)

{

if(player->bStatus.Level < 255)

{

if(player->Exp >= exp_Mortal_Arch[player->bStatus.Level])

{

player->StatusPoint += 5;

player->MasterPoint += 3;

player->SkillPoint += 3;

player->bStatus.Level += 1;

player->bStatus.Attack += 0;

player->bStatus.Defense += 1;

if(caos <= 148)

{

PByte(clientid * 0x410 + 0x15c6c8e) += 3;

RespawCreatMob(clientid);

SendCreateMob(clientid,clientid,1);

}

PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);

player->bStatus.maxMP +=1;

player->bStatus.maxHP +=1;

//player->bStatus.maxMP +=1;

GetCurrentScore(clientid);

SendScore(clientid);

SendStats(clientid);

SendSetHpMp(clientid);

SendClientMessage(clientid, "+ + + LEVEL UP + + +");

SendEffect(3, 0xE, clientid);

/*Ranking(clientid);

DeletarPlayer1(clientid);

DeletarPlayer2(clientid);

DeletarPlayer3(clientid);*/

return;

}

}

else if(player->bStatus.Level < 300)

{

if(player->Exp >= exp_Mortal_Arch[player->bStatus.Level])

{

player->StatusPoint += 10;

player->MasterPoint += 3;

player->SkillPoint += 3;

player->bStatus.Level += 1;

player->bStatus.Attack += 0;

player->bStatus.Defense += 1;

if(caos <= 148)

{

PByte(clientid * 0x410 + 0x15c6c8e) += 3;

RespawCreatMob(clientid);

SendCreateMob(clientid,clientid,1);

}

PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);

player->bStatus.maxMP +=1;

player->bStatus.maxHP +=1;

//player->bStatus.maxMP +=1;

GetCurrentScore(clientid);

SendScore(clientid);

SendStats(clientid);

SendSetHpMp(clientid);

SendClientMessage(clientid, "+ + + LEVEL UP + + +");

SendEffect(3, 0xE, clientid);

/*Ranking(clientid);

DeletarPlayer1(clientid);

DeletarPlayer2(clientid);

DeletarPlayer3(clientid);*/

return;

}

}

else if(player->bStatus.Level < 354)

{

if(player->Exp >= exp_Mortal_Arch[player->bStatus.Level])

{

player->StatusPoint += 20;

player->MasterPoint += 3;

player->SkillPoint += 3;

player->bStatus.Level += 1;

player->bStatus.Attack += 0;

player->bStatus.Defense += 1;

if(caos <= 148)

{

PByte(clientid * 0x410 + 0x15c6c8e) += 3;

RespawCreatMob(clientid);

SendCreateMob(clientid,clientid,1);

}

PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);

player->bStatus.maxMP +=1;

player->bStatus.maxHP +=1;

//player->bStatus.maxMP +=1;

GetCurrentScore(clientid);

SendScore(clientid);

SendStats(clientid);

SendSetHpMp(clientid);

SendClientMessage(clientid, "+ + + LEVEL UP + + +");

SendEffect(3, 0xE, clientid);

/*Ranking(clientid);

DeletarPlayer1(clientid);

DeletarPlayer2(clientid);

DeletarPlayer3(clientid);*/

return;

}

}

else if(player->bStatus.Level < 399)

{

if(player->Exp >= exp_Mortal_Arch[player->bStatus.Level])

{

player->StatusPoint += 12;

player->MasterPoint += 3;

player->SkillPoint += 3;

player->bStatus.Level += 1;

player->bStatus.Attack += 0;

player->bStatus.Defense += 1;

if(caos <= 148)

{

PByte(clientid * 0x410 + 0x15c6c8e) += 3;

RespawCreatMob(clientid);

SendCreateMob(clientid,clientid,1);

}

PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);

player->bStatus.maxMP +=1;

player->bStatus.maxHP +=1;

//player->bStatus.maxMP +=1;

GetCurrentScore(clientid);

SendScore(clientid);

SendStats(clientid);

SendSetHpMp(clientid);

SendClientMessage(clientid, "+ + + LEVEL UP + + +");

SendEffect(3, 0xE, clientid);

/*Ranking(clientid);

DeletarPlayer1(clientid);

DeletarPlayer2(clientid);

DeletarPlayer3(clientid);*/

return;

}

}

return;

}

else if(player->Equip[0].EFV2 == 2)

{

if(player->bStatus.Level == 350)

{

if(player->Exp >= exp_Mortal_Arch[player->bStatus.Level+4])

{

player->StatusPoint += 20;

player->MasterPoint += 3;

player->SkillPoint += 3;

player->bStatus.Level += 1;

player->bStatus.Attack += 5;

player->bStatus.Defense += 5;

PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);

player->bStatus.maxMP +=1;

player->bStatus.maxHP +=1;

//player->bStatus.maxMP +=1;

GetCurrentScore(clientid);

SendScore(clientid);

SendStats(clientid);

SendSetHpMp(clientid);

SendClientMessage(clientid, "+ + + LEVEL UP + + +");

SendEffect(3, 0xE, clientid);

/*Ranking(clientid);

DeletarPlayer1(clientid);

DeletarPlayer2(clientid);

DeletarPlayer3(clientid);*/

return;

}

}

else if(player->bStatus.Level > 351 && player->bStatus.Level < 353)

{

player->StatusPoint += 20;

player->MasterPoint += 3;

player->SkillPoint += 3;

player->bStatus.Level += 1;

player->bStatus.Attack += 0;

player->bStatus.Defense += 1;

if(caos <= 148)

{

PByte(clientid * 0x410 + 0x15c6c8e) += 3;

RespawCreatMob(clientid);

SendCreateMob(clientid,clientid,1);

}

PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);

//player->bStatus.maxMP +=1;

player->bStatus.maxHP +=1;

player->bStatus.maxMP +=1;

GetCurrentScore(clientid);

SendScore(clientid);

SendStats(clientid);

SendSetHpMp(clientid);

SendClientMessage(clientid, "+ + + LEVEL UP + + +");

SendEffect(3, 0xE, clientid);

/*Ranking(clientid);

DeletarPlayer1(clientid);

DeletarPlayer2(clientid);

DeletarPlayer3(clientid);*/

return;

}

else if(player->bStatus.Level < 370)

{

if(player->Exp >= exp_Mortal_Arch[player->bStatus.Level])

{

//if(player->QuestInfo == 1)

{

player->StatusPoint += 12;

player->MasterPoint += 4;

player->SkillPoint += 3;

player->bStatus.Level += 1;

player->bStatus.Attack += 0;

player->bStatus.Defense += 1;

if(caos <= 148)

{

PByte(clientid * 0x410 + 0x15c6c8e) += 3;

RespawCreatMob(clientid);

SendCreateMob(clientid,clientid,1);

}

PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);

// player->bStatus.maxMP +=1;

player->bStatus.maxHP +=1;

player->bStatus.maxMP +=1;

GetCurrentScore(clientid);

SendScore(clientid);

SendStats(clientid);

SendSetHpMp(clientid);

SendClientMessage(clientid, "+ + + LEVEL UP + + +");

SendEffect(3, 0xE, clientid);

/*Ranking(clientid);

DeletarPlayer1(clientid);

DeletarPlayer2(clientid);

DeletarPlayer3(clientid);*/

return;

}

}

}

else if(player->bStatus.Level < 399)

{

if(player->Exp >= exp_Mortal_Arch[player->bStatus.Level])

{

//if(player->QuestInfo == 2)

{

player->StatusPoint += 12;

player->MasterPoint += 4;

player->SkillPoint += 3;

player->bStatus.Level += 1;

player->bStatus.Attack += 0;

player->bStatus.Defense += 1;

if(caos <= 148)

{

PByte(clientid * 0x410 + 0x15c6c8e) += 3;

RespawCreatMob(clientid);

SendCreateMob(clientid,clientid,1);

}

PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);

// player->bStatus.maxMP +=1;

player->bStatus.maxHP +=1;

player->bStatus.maxMP +=1;

GetCurrentScore(clientid);

SendScore(clientid);

SendStats(clientid);

SendSetHpMp(clientid);

SendClientMessage(clientid, "+ + + LEVEL UP + + +");

SendEffect(3, 0xE, clientid);

/*Ranking(clientid);

DeletarPlayer1(clientid);

DeletarPlayer2(clientid);

DeletarPlayer3(clientid);*/

return;

}

}

}

return;

}

else if(player->Equip[0].EFV2 == 3)

{

if(player->bStatus.Level < 40)

{

if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])

{

printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);

player->StatusPoint += 12;

player->MasterPoint += 4;

player->SkillPoint += 3;

player->bStatus.Attack += 2;

player->bStatus.Defense += 2;

player->bStatus.Level += 1;

if(caos <= 148)

{

PByte(clientid * 0x410 + 0x15c6c8e) += 3;

RespawCreatMob(clientid);

SendCreateMob(clientid,clientid,1);

}

PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);

// player->bStatus.maxMP +=1;

player->bStatus.maxHP +=1;

player->bStatus.maxMP +=1;

GetCurrentScore(clientid);

SendScore(clientid);

SendStats(clientid);

SendSetHpMp(clientid);

SendClientMessage(clientid, "+ + + LEVEL UP + + +");

SendEffect(3, 0xE, clientid);

/*Ranking(clientid);

DeletarPlayer1(clientid);

DeletarPlayer2(clientid);

DeletarPlayer3(clientid);*/

return;

}

}

else if(player->bStatus.Level < 90)

{

if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])

{

//if(player->QuestInfo == 1)

//{

printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);

player->StatusPoint += 14;

player->MasterPoint += 4;

player->SkillPoint += 3;

player->bStatus.Level += 1;

player->bStatus.Attack += 2;

player->bStatus.Defense += 2;

if(caos <= 148)

{

PByte(clientid * 0x410 + 0x15c6c8e) += 3;

RespawCreatMob(clientid);

SendCreateMob(clientid,clientid,1);

}

PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);

// player->bStatus.maxMP +=1;

player->bStatus.maxHP +=1;

player->bStatus.maxMP +=1;

GetCurrentScore(clientid);

SendScore(clientid);

SendStats(clientid);

SendSetHpMp(clientid);

SendClientMessage(clientid, "+ + + LEVEL UP + + +");

SendEffect(3, 0xE, clientid);

/*Ranking(clientid);

DeletarPlayer1(clientid);

DeletarPlayer2(clientid);

DeletarPlayer3(clientid);*/

return;

//}

}

}

else if(player->bStatus.Level < 199)

{

if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])

{

//if(player->QuestInfo == 2)

//{

printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);

player->StatusPoint += 35;

player->MasterPoint += 4;

player->SkillPoint += 3;

player->bStatus.Level += 1;

player->bStatus.Attack += 2;

player->bStatus.Defense += 2;

if(caos <= 148)

{

PByte(clientid * 0x410 + 0x15c6c8e) += 3;

RespawCreatMob(clientid);

SendCreateMob(clientid,clientid,1);

}

PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);

// player->bStatus.maxMP +=1;

player->bStatus.maxHP +=1;

player->bStatus.maxMP +=1;

GetCurrentScore(clientid);

SendScore(clientid);

SendStats(clientid);

SendSetHpMp(clientid);

SendClientMessage(clientid, "+ + + LEVEL UP + + +");

SendEffect(3, 0xE, clientid);

/*Ranking(clientid);

DeletarPlayer1(clientid);

DeletarPlayer2(clientid);

DeletarPlayer3(clientid);*/

return;

//}

}

}

}

else if(player->Equip[0].EFV2 == 4)

{

if(player->bStatus.Level < 40)

{

if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])

{

printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);

player->StatusPoint += 12;

player->MasterPoint += 4;

player->SkillPoint += 3;

player->bStatus.Level += 1;

player->bStatus.Attack += 2;

player->bStatus.Defense += 2;

if(caos <= 148)

{

PByte(clientid * 0x410 + 0x15c6c8e) += 3;

RespawCreatMob(clientid);

SendCreateMob(clientid,clientid,1);

}

PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);

// player->bStatus.maxMP +=1;

player->bStatus.maxHP +=1;

player->bStatus.maxMP +=1;

GetCurrentScore(clientid);

SendScore(clientid);

SendStats(clientid);

SendSetHpMp(clientid);

SendClientMessage(clientid, "+ + + LEVEL UP + + +");

SendEffect(3, 0xE, clientid);

/*Ranking(clientid);

DeletarPlayer1(clientid);

DeletarPlayer2(clientid);

DeletarPlayer3(clientid);*/

return;

}

}

else if(player->bStatus.Level < 90)

{

if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])

{

//if(player->QuestInfo == 1)

//{

printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);

player->StatusPoint += 14;

player->MasterPoint += 4;

player->SkillPoint += 3;

player->bStatus.Level += 1;

player->bStatus.Attack += 2;

player->bStatus.Defense += 2;

if(caos <= 148)

{

PByte(clientid * 0x410 + 0x15c6c8e) += 3;

RespawCreatMob(clientid);

SendCreateMob(clientid,clientid,1);

}

PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);

// player->bStatus.maxMP +=1;

player->bStatus.maxHP +=1;

player->bStatus.maxMP +=1;

GetCurrentScore(clientid);

SendScore(clientid);

SendStats(clientid);

SendSetHpMp(clientid);

SendClientMessage(clientid, "+ + + LEVEL UP + + +");

SendEffect(3, 0xE, clientid);

/*Ranking(clientid);

DeletarPlayer1(clientid);

DeletarPlayer2(clientid);

DeletarPlayer3(clientid);*/

return;

//}

}

}

else if(player->bStatus.Level < 199)

{

if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])

{

//if(player->QuestInfo == 2)

//{

printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);

player->StatusPoint += 35;

player->MasterPoint += 4;

player->SkillPoint += 3;

player->bStatus.Level += 1;

player->bStatus.Attack += 2;

player->bStatus.Defense += 2;

if(caos <= 148)

{

PByte(clientid * 0x410 + 0x15c6c8e) += 3;

RespawCreatMob(clientid);

SendCreateMob(clientid,clientid,1);

}

PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);

// player->bStatus.maxMP +=1;

player->bStatus.maxHP +=1;

player->bStatus.maxMP +=1;

GetCurrentScore(clientid);

SendScore(clientid);

SendStats(clientid);

SendSetHpMp(clientid);

SendClientMessage(clientid, "+ + + LEVEL UP + + +");

SendEffect(3, 0xE, clientid);

/*Ranking(clientid);

DeletarPlayer1(clientid);

DeletarPlayer2(clientid);

DeletarPlayer3(clientid);*/

//

return;

//}

}

}

}

else if(player->Equip[0].EFV2 == 5)

{

if(player->bStatus.Level < 40)

{

if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])

{

printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);

player->StatusPoint += 12;

player->MasterPoint += 4;

player->SkillPoint += 3;

player->bStatus.Level += 1;

player->bStatus.Attack += 2;

player->bStatus.Defense += 2;

if(caos <= 148)

{

PByte(clientid * 0x410 + 0x15c6c8e) += 3;

RespawCreatMob(clientid);

SendCreateMob(clientid,clientid,1);

}

PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);

// player->bStatus.maxMP +=1;

player->bStatus.maxHP +=1;

player->bStatus.maxMP +=1;

GetCurrentScore(clientid);

SendScore(clientid);

SendStats(clientid);

SendSetHpMp(clientid);

SendClientMessage(clientid, "+ + + LEVEL UP + + +");

SendEffect(3, 0xE, clientid);

/*Ranking(clientid);

DeletarPlayer1(clientid);

DeletarPlayer2(clientid);

DeletarPlayer3(clientid);*/

//

return;

}

}

else if(player->bStatus.Level < 90)

{

if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])

{

//if(player->QuestInfo == 1)

//{

printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);

player->StatusPoint += 14;

player->MasterPoint += 4;

player->SkillPoint += 3;

player->bStatus.Level += 1;

player->bStatus.Attack += 2;

player->bStatus.Defense += 2;

if(caos <= 148)

{

PByte(clientid * 0x410 + 0x15c6c8e) += 3;

RespawCreatMob(clientid);

SendCreateMob(clientid,clientid,1);

}

PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);

// player->bStatus.maxMP +=1;

player->bStatus.maxHP +=1;

player->bStatus.maxMP +=1;

GetCurrentScore(clientid);

SendScore(clientid);

SendStats(clientid);

SendSetHpMp(clientid);

SendClientMessage(clientid, "+ + + LEVEL UP + + +");

SendEffect(3, 0xE, clientid);

/*Ranking(clientid);

DeletarPlayer1(clientid);

DeletarPlayer2(clientid);

DeletarPlayer3(clientid);*/

//

return;

//}

}

}

else if(player->bStatus.Level < 199)

{

if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])

{

//if(player->QuestInfo == 2)

//{

printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);

player->StatusPoint += 35;

player->MasterPoint += 4;

player->SkillPoint += 3;

player->bStatus.Level += 1;

player->bStatus.Attack += 2;

player->bStatus.Defense += 2;

if(caos <= 148)

{

PByte(clientid * 0x410 + 0x15c6c8e) += 3;

RespawCreatMob(clientid);

SendCreateMob(clientid,clientid,1);

}

PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);

// player->bStatus.maxMP +=1;

player->bStatus.maxHP +=1;

player->bStatus.maxMP +=1;

GetCurrentScore(clientid);

SendScore(clientid);

SendStats(clientid);

SendSetHpMp(clientid);

SendClientMessage(clientid, "+ + + LEVEL UP + + +");

SendEffect(3, 0xE, clientid);

/*Ranking(clientid);

DeletarPlayer1(clientid);

DeletarPlayer2(clientid);

DeletarPlayer3(clientid);*/

//

return;

//}

 

}

 

}

 

 

}

else if(player->Equip[0].EFV2 == 6)

{

if(player->bStatus.Level < 40)

{

if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])

{

printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);

player->StatusPoint += 12;

player->MasterPoint += 4;

player->SkillPoint += 3;

player->bStatus.Level += 1;

player->bStatus.Attack += 2;

player->bStatus.Defense += 2;

if(caos <= 148)

{

PByte(clientid * 0x410 + 0x15c6c8e) += 3;

RespawCreatMob(clientid);

SendCreateMob(clientid,clientid,1);

}

PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);

// player->bStatus.maxMP +=1;

player->bStatus.maxHP +=1;

player->bStatus.maxMP +=1;

GetCurrentScore(clientid);

SendScore(clientid);

SendStats(clientid);

SendSetHpMp(clientid);

SendClientMessage(clientid, "+ + + LEVEL UP + + +");

SendEffect(3, 0xE, clientid);

/*Ranking(clientid);

DeletarPlayer1(clientid);

DeletarPlayer2(clientid);

DeletarPlayer3(clientid);*/

//

return;

}

}

else if(player->bStatus.Level < 90)

{

if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])

{

//if(player->QuestInfo == 1)

//{

printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);

player->StatusPoint += 14;

player->MasterPoint += 4;

player->SkillPoint += 3;

player->bStatus.Level += 1;

player->bStatus.Attack += 2;

player->bStatus.Defense += 2;

if(caos <= 148)

{

PByte(clientid * 0x410 + 0x15c6c8e) += 3;

RespawCreatMob(clientid);

SendCreateMob(clientid,clientid,1);

}

PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);

// player->bStatus.maxMP +=1;

player->bStatus.maxHP +=1;

player->bStatus.maxMP +=1;

GetCurrentScore(clientid);

SendScore(clientid);

SendStats(clientid);

SendSetHpMp(clientid);

SendClientMessage(clientid, "+ + + LEVEL UP + + +");

SendEffect(3, 0xE, clientid);

/*Ranking(clientid);

DeletarPlayer1(clientid);

DeletarPlayer2(clientid);

DeletarPlayer3(clientid);*/

return;

//}

}

}

else if(player->bStatus.Level < 199)

{

if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])

{

//if(player->QuestInfo == 2)

//{

printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);

player->StatusPoint += 35;

player->MasterPoint += 4;

player->SkillPoint += 3;

player->bStatus.Level += 1;

player->bStatus.Attack += 2;

player->bStatus.Defense += 2;

if(caos <= 148)

{

PByte(clientid * 0x410 + 0x15c6c8e) += 3;

RespawCreatMob(clientid);

SendCreateMob(clientid,clientid,1);

}

PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);

// player->bStatus.maxMP +=1;

player->bStatus.maxHP +=1;

player->bStatus.maxMP +=1;

GetCurrentScore(clientid);

SendScore(clientid);

SendStats(clientid);

SendSetHpMp(clientid);

SendClientMessage(clientid, "+ + + LEVEL UP + + +");

SendEffect(3, 0xE, clientid);

/*Ranking(clientid);

DeletarPlayer1(clientid);

DeletarPlayer2(clientid);

DeletarPlayer3(clientid);*/

return;

//}

 

}

 

}

 

}

 

 

 

 

}

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