void DesbugaFaceBM(int clientid,int cmd_addr) { int faceBM = 28; MOB *player = (MOB*)GetMobFromIndex(clientid); if(player->Equip[0].EFV2 = 2 && player->Equip[0].Index == 22 || player->Equip[0].Index == 23 || player->Equip[0].Index ==24 || player->Equip[0].Index == 25 || player->Equip[0].Index == 32) { MOB *playe = (MOB*)GetMobFromIndex(clientid); playe->Equip[0].Index = faceBM; Atualizar(clientid, _equip, 0); SendItens(clientid,0); GetCurrentScore(clientid); SendStats(clientid); SendScore(clientid); SendEquip(clientid); SendALL(clientid); SendClientMsg(clientid,"Sua face foi alterada."); return; } }
void AddExp(int clientid) { MOB *player = (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); 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 += 1; 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.curHP = player->bStatus.maxMP; player->Status.curHP = player->bStatus.maxHP; player->Status.curMP = player->bStatus.maxMP; GetCurrentScore(clientid); SendScore(clientid); SendStats(clientid); SendSetHpMp(clientid); SendClientMsg(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 += 1; 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.curHP = player->bStatus.maxMP; player->Status.curHP = player->bStatus.maxHP; player->Status.curMP = player->bStatus.maxMP; GetCurrentScore(clientid); SendScore(clientid); SendStats(clientid); SendSetHpMp(clientid); SendClientMsg(clientid, "+ + + LEVEL UP + + +"); SendEffect(3, 0xE, clientid); /*Ranking(clientid); DeletarPlayer1(clientid); DeletarPlayer2(clientid); DeletarPlayer3(clientid);*/ return; } } else if(player->bStatus.Level < 394) { if(player->Exp >= exp_Mortal_Arch[player->bStatus.Level]) { player->StatusPoint += 15; player->MasterPoint += 3; player->SkillPoint += 3; player->bStatus.Level += 1; player->bStatus.Attack += 1; 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.curHP = player->bStatus.maxMP; player->Status.curHP = player->bStatus.maxHP; player->Status.curMP = player->bStatus.maxMP; GetCurrentScore(clientid); SendScore(clientid); SendStats(clientid); SendSetHpMp(clientid); SendClientMsg(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 += 15; player->MasterPoint += 3; player->SkillPoint += 3; player->bStatus.Level += 1; player->bStatus.Attack += 1; 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.curHP = player->bStatus.maxMP; player->Status.curHP = player->bStatus.maxHP; player->Status.curMP = player->bStatus.maxMP; GetCurrentScore(clientid); SendScore(clientid); SendStats(clientid); SendSetHpMp(clientid); SendClientMsg(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 += 10; player->MasterPoint += 3; player->SkillPoint += 3; player->bStatus.Level += 1; player->bStatus.Attack += 2; player->bStatus.Defense += 3; PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00); player->bStatus.curHP = player->bStatus.maxMP; player->Status.curHP = player->bStatus.maxHP; player->Status.curMP = player->bStatus.maxMP; GetCurrentScore(clientid); SendScore(clientid); SendStats(clientid); SendSetHpMp(clientid); SendClientMsg(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 += 13; player->MasterPoint += 3; player->SkillPoint += 3; player->bStatus.Level += 1; player->bStatus.Attack += 1; 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.curHP = player->bStatus.maxMP; player->Status.curHP = player->bStatus.maxHP; player->Status.curMP = player->bStatus.maxMP; GetCurrentScore(clientid); SendScore(clientid); SendStats(clientid); SendSetHpMp(clientid); SendClientMsg(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 += 1; 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.curHP = player->bStatus.maxMP; player->Status.curHP = player->bStatus.maxHP; player->Status.curMP = player->bStatus.maxMP; GetCurrentScore(clientid); SendScore(clientid); SendStats(clientid); SendSetHpMp(clientid); SendClientMsg(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 += 1; 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.curHP = player->bStatus.maxMP; player->Status.curHP = player->bStatus.maxHP; player->Status.curMP = player->bStatus.maxMP; GetCurrentScore(clientid); SendScore(clientid); SendStats(clientid); SendSetHpMp(clientid); SendClientMsg(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 += 5; player->MasterPoint += 4; player->SkillPoint += 3; player->bStatus.Attack += 1; player->bStatus.Defense += 3; 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.curHP = player->bStatus.maxMP; player->Status.curHP = player->bStatus.maxHP; player->Status.curMP = player->bStatus.maxMP; GetCurrentScore(clientid); SendScore(clientid); SendStats(clientid); SendSetHpMp(clientid); SendClientMsg(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 += 10; player->MasterPoint += 4; player->SkillPoint += 3; player->bStatus.Level += 1; player->bStatus.Attack += 1; player->bStatus.Defense += 3; if(caos <= 148) { PByte(clientid * 0x410 + 0x15c6c8e) += 3; RespawCreatMob(clientid); SendCreateMob(clientid,clientid,1); } PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00); player->bStatus.curHP = player->bStatus.maxMP; player->Status.curHP = player->bStatus.maxHP; player->Status.curMP = player->bStatus.maxMP; GetCurrentScore(clientid); SendScore(clientid); SendStats(clientid); SendSetHpMp(clientid); SendClientMsg(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_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 += 15; player->MasterPoint += 4; player->SkillPoint += 3; player->bStatus.Level += 1; player->bStatus.Attack += 1; player->bStatus.Defense += 4; if(caos <= 148) { PByte(clientid * 0x410 + 0x15c6c8e) += 3; RespawCreatMob(clientid); SendCreateMob(clientid,clientid,1); } PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00); player->bStatus.curHP = player->bStatus.maxMP; player->Status.curHP = player->bStatus.maxHP; player->Status.curMP = player->bStatus.maxMP; GetCurrentScore(clientid); SendScore(clientid); SendStats(clientid); SendSetHpMp(clientid); SendClientMsg(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 += 5; player->MasterPoint += 4; player->SkillPoint += 3; player->bStatus.Level += 1; player->bStatus.Attack += 1; player->bStatus.Defense += 3; if(caos <= 148) { PByte(clientid * 0x410 + 0x15c6c8e) += 3; RespawCreatMob(clientid); SendCreateMob(clientid,clientid,1); } PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00); player->bStatus.curHP = player->bStatus.maxMP; player->Status.curHP = player->bStatus.maxHP; player->Status.curMP = player->bStatus.maxMP; GetCurrentScore(clientid); SendScore(clientid); SendStats(clientid); SendSetHpMp(clientid); SendClientMsg(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 += 10; player->MasterPoint += 4; player->SkillPoint += 3; player->bStatus.Level += 1; player->bStatus.Attack += 1; player->bStatus.Defense += 3; if(caos <= 148) { PByte(clientid * 0x410 + 0x15c6c8e) += 3; RespawCreatMob(clientid); SendCreateMob(clientid,clientid,1); } PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00); player->bStatus.curHP = player->bStatus.maxMP; player->Status.curHP = player->bStatus.maxHP; player->Status.curMP = player->bStatus.maxMP; GetCurrentScore(clientid); SendScore(clientid); SendStats(clientid); SendSetHpMp(clientid); SendClientMsg(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_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 += 15; player->MasterPoint += 4; player->SkillPoint += 3; player->bStatus.Level += 1; player->bStatus.Attack += 1; player->bStatus.Defense += 4; if(caos <= 148) { PByte(clientid * 0x410 + 0x15c6c8e) += 3; RespawCreatMob(clientid); SendCreateMob(clientid,clientid,1); } PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00); player->bStatus.curHP = player->bStatus.maxMP; player->Status.curHP = player->bStatus.maxHP; player->Status.curMP = player->bStatus.maxMP; GetCurrentScore(clientid); SendScore(clientid); SendStats(clientid); SendSetHpMp(clientid); SendClientMsg(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 += 5; player->MasterPoint += 4; player->SkillPoint += 3; player->bStatus.Level += 1; player->bStatus.Attack += 1; player->bStatus.Defense += 3; if(caos <= 148) { PByte(clientid * 0x410 + 0x15c6c8e) += 3; RespawCreatMob(clientid); SendCreateMob(clientid,clientid,1); } PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00); player->bStatus.curHP = player->bStatus.maxMP; player->Status.curHP = player->bStatus.maxHP; player->Status.curMP = player->bStatus.maxMP; GetCurrentScore(clientid); SendScore(clientid); SendStats(clientid); SendSetHpMp(clientid); SendClientMsg(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 += 10; player->MasterPoint += 4; player->SkillPoint += 3; player->bStatus.Level += 1; player->bStatus.Attack += 1; player->bStatus.Defense += 3; if(caos <= 148) { PByte(clientid * 0x410 + 0x15c6c8e) += 3; RespawCreatMob(clientid); SendCreateMob(clientid,clientid,1); } PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00); player->bStatus.curHP = player->bStatus.maxMP; player->Status.curHP = player->bStatus.maxHP; player->Status.curMP = player->bStatus.maxMP; GetCurrentScore(clientid); SendScore(clientid); SendStats(clientid); SendSetHpMp(clientid); SendClientMsg(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_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 += 15; player->MasterPoint += 4; player->SkillPoint += 3; player->bStatus.Level += 1; player->bStatus.Attack += 1; player->bStatus.Defense += 4; if(caos <= 148) { PByte(clientid * 0x410 + 0x15c6c8e) += 3; RespawCreatMob(clientid); SendCreateMob(clientid,clientid,1); } PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00); player->bStatus.curHP = player->bStatus.maxMP; player->Status.curHP = player->bStatus.maxHP; player->Status.curMP = player->bStatus.maxMP; GetCurrentScore(clientid); SendScore(clientid); SendStats(clientid); SendSetHpMp(clientid); SendClientMsg(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 += 7; player->MasterPoint += 4; player->SkillPoint += 3; player->bStatus.Level += 1; player->bStatus.Attack += 1; player->bStatus.Defense += 3; if(caos <= 148) { PByte(clientid * 0x410 + 0x15c6c8e) += 3; RespawCreatMob(clientid); SendCreateMob(clientid,clientid,1); } PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00); player->bStatus.curHP = player->bStatus.maxMP; player->Status.curHP = player->bStatus.maxHP; player->Status.curMP = player->bStatus.maxMP; GetCurrentScore(clientid); SendScore(clientid); SendStats(clientid); SendSetHpMp(clientid); SendClientMsg(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 += 10; player->MasterPoint += 4; player->SkillPoint += 3; player->bStatus.Level += 1; player->bStatus.Attack += 1; player->bStatus.Defense += 4; if(caos <= 148) { PByte(clientid * 0x410 + 0x15c6c8e) += 3; RespawCreatMob(clientid); SendCreateMob(clientid,clientid,1); } PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00); player->bStatus.curHP = player->bStatus.maxMP; player->Status.curHP = player->bStatus.maxHP; player->Status.curMP = player->bStatus.maxMP; GetCurrentScore(clientid); SendScore(clientid); SendStats(clientid); SendSetHpMp(clientid); SendClientMsg(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_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 += 15; player->MasterPoint += 4; player->SkillPoint += 3; player->bStatus.Level += 1; player->bStatus.Attack += 1; player->bStatus.Defense += 6; if(caos <= 148) { PByte(clientid * 0x410 + 0x15c6c8e) += 3; RespawCreatMob(clientid); SendCreateMob(clientid,clientid,1); } PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00); player->bStatus.curHP = player->bStatus.maxMP; player->Status.curHP = player->bStatus.maxHP; player->Status.curMP = player->bStatus.maxMP; GetCurrentScore(clientid); SendScore(clientid); SendStats(clientid); SendSetHpMp(clientid); SendClientMsg(clientid, "+ + + LEVEL UP + + +"); SendEffect(3, 0xE, clientid); /*Ranking(clientid); DeletarPlayer1(clientid); DeletarPlayer2(clientid); DeletarPlayer3(clientid);*/ return; //} } } } }
int CMob::SetSegment(void) { int rt = 0; if (RouteType == 6) { SegmentProgress = 0; SegmentDirection = 0; SegmentX = SegmentListX[SegmentProgress]; SegmentY = SegmentListY[SegmentProgress]; WaitSec = 0; return 0; } else { if (RouteType >= 0 && RouteType <= 4) { while (1) { while (1) { while (1) { if (SegmentDirection) SegmentProgress--; else SegmentProgress++; if (SegmentProgress > -1) break; if (RouteType == 0) { SegmentProgress = 0; SegmentDirection = 0; rt = 2; Log("SetSegment SegmentProgress -1 but route type 0", MOB.MobName, 0); goto LABEL_40; } if (RouteType == 1) { SegmentProgress = 0; SegmentDirection = 0; } else { if (RouteType == 2) { SegmentProgress = 0; SegmentDirection = 0; } else { if (RouteType == 3) { SegmentProgress = 4; SegmentDirection = 1; rt = 2; goto LABEL_40; } if (RouteType == 4) { Log("SetSegment SegmentProgress -1 but route type 4", MOB.MobName, 0); goto LABEL_40; } } } } if (SegmentProgress >= 5) break; if (SegmentListX[SegmentProgress] && SegmentListX[SegmentProgress] >= 1 && SegmentListX[SegmentProgress] <= MAX_GRIDX) { rt = 0; goto LABEL_40; } } if (RouteType == 0) break; if (RouteType == 1) { rt = 2; goto LABEL_40; } if (RouteType != 2 && RouteType != 3) { if (RouteType == 4) SegmentProgress = -1; } else { SegmentProgress = 4; SegmentDirection = 1; } } SegmentProgress = 4; Mode = 4; MOB.BaseScore.Merchant = MOB.Merchant; if (strlen(Route) > 0) { int naction = NextAction + strlen(Route) + 3; naction = naction - 48; if (naction >= 1 && naction <= 9) { naction = 16 * naction; MOB.BaseScore.Merchant |= naction; } } GetCurrentScore(MAX_USER); rt |= 1; LABEL_40: if (SegmentProgress == -1) Log("Wrong SetSegment -1 WARNING!!!!!!!!!", MOB.MobName, 0); SegmentX = SegmentListX[SegmentProgress]; SegmentY = SegmentListY[SegmentProgress]; WaitSec = SegmentWait[SegmentProgress]; return rt; } else { Log("Wrong SetSegment", MOB.MobName, 0); return 0; } } return rt; }
int CMob::CheckGetLevel() { int ret = 0; int cls = MOB.Class; int CurSeg = 0; if (MOB.BaseScore.Level >= MAX_LEVEL) return 0; int cur = MOB.BaseScore.Level; int max_level = 0; if (extra.ClassMaster == MORTAL || extra.ClassMaster == ARCH) max_level = MAX_LEVEL; else if (extra.ClassMaster == CELESTIAL || extra.ClassMaster == SCELESTIAL || extra.ClassMaster == CELESTIALCS) max_level = MAX_CLEVEL; if (cur >= max_level) return 0; long long exp = MOB.Exp; long long curexp = max_level == MAX_LEVEL ? g_pNextLevel[cur] : g_pNextLevel_2[cur]; long long nextexp = max_level == MAX_LEVEL ? g_pNextLevel[cur + 1] : g_pNextLevel_2[cur + 1]; long long deltaexp = (nextexp - curexp) / 4; long long Segment1 = curexp + deltaexp; long long Segment2 = curexp + (deltaexp * 2); long long Segment3 = curexp + (deltaexp * 3); long long Segment4 = nextexp; if (exp > Segment3) CurSeg = 3; else if (exp > Segment2) CurSeg = 2; else if (exp > Segment1) CurSeg = 1; if(extra.ClassMaster == CELESTIAL && (cur == 39 && extra.QuestInfo.Celestial.Lv40 == 0 || cur == 89 && extra.QuestInfo.Celestial.Lv90 == 0)) return 0; if(extra.ClassMaster == ARCH && (cur == 354 && extra.QuestInfo.Arch.Level355 == 0 || cur == 369 && extra.QuestInfo.Arch.Level370 == 0)) return 0; if (exp >= nextexp) { MOB.BaseScore.Level++; MOB.BaseScore.MaxHp = MOB.BaseScore.MaxHp + g_pIncrementHp[cls]; MOB.BaseScore.MaxMp = MOB.BaseScore.MaxMp + g_pIncrementMp[cls]; MOB.CurrentScore.Hp = MOB.CurrentScore.MaxHp; MOB.CurrentScore.Mp = MOB.CurrentScore.MaxMp; if (extra.ClassMaster == MORTAL) { if (MOB.BaseScore.Level >= 200) MOB.SkillBonus += 4; else MOB.SkillBonus += 3; MOB.SpecialBonus += 2; BASE_GetBonusScorePoint(&MOB, &extra); MOB.BaseScore.Ac++; } else if (extra.ClassMaster == ARCH) { if (MOB.BaseScore.Level >= 200) MOB.SkillBonus += 4; else MOB.SkillBonus += 3; MOB.SpecialBonus += 2; BASE_GetBonusScorePoint(&MOB, &extra); MOB.BaseScore.Ac++; } else if (extra.ClassMaster == CELESTIAL || extra.ClassMaster == SCELESTIAL || extra.ClassMaster == CELESTIALCS) { BASE_GetBonusScorePoint(&MOB, &extra); MOB.BaseScore.Ac++; } GetCurrentScore(0); ret = 4; Segment = 0; } else if (exp >= Segment3 && Segment < 3) { ret = 3; Segment = 3; } else if (exp >= Segment2 && Segment < 2) { ret = 2; Segment = 2; } else if (exp >= Segment1 && Segment < 1) { ret = 1; Segment = 1; } else return ret; if (ret >= 1 && ret <= 3) { MOB.CurrentScore.Hp = MOB.CurrentScore.MaxHp; MOB.CurrentScore.Mp = MOB.CurrentScore.MaxMp; GetCurrentScore(0); return ret; } return ret; }
void FixUseSkill(BYTE *m_PacketBuffer, bool* pRetn) { p39D_754 *p = (p39D_754*)m_PacketBuffer; INT16 cId = p->Header.ClientId; p754_SendAffect *oldp = (p754_SendAffect*)m_PacketBuffer; INT16 oldcId = oldp->Header.ClientId; st_Mob *player = GetMobFromIndex(oldcId); if(p->m_SkillId == 103) // Skill Kefra sem ser mob { *pRetn = true; CloseUser(cId); return; } else if(!p->m_SkillId) // Se não for skill return; if(p->Header.PacketId == 0x36C && p->m_SkillId == 79) { OitavaHT(cId, p->m_Target.Index); *pRetn = true; return; } switch(p->m_SkillId) { case 27: case 29: *(DWORD*)&m_PacketBuffer[12] = 0x0; break; case 31: // Renascimento { *pRetn = true; if(cId == p->m_Target.Index) return; else if(p->m_Target.Index < 0 || p->m_Target.Index > 750) return; bool HasOnGroup = false; if(player->Leader <= 0) // Lider do grupo ou sem grupo { for(int i = 0; i < 12; i++) { if(player->PartyList[i] == p->m_Target.Index) { HasOnGroup = true; break; } } } else if(player->Leader != -1) { st_Mob *leader = GetMobFromIndex(player->Leader); for(int i = 0; i < 12; i++) { if(leader->PartyList[i] == p->m_Target.Index) { HasOnGroup = true; break; } } } if(!HasOnGroup) return; st_Mob *deadPerson = GetMobFromIndex(p->m_Target.Index); if(deadPerson->Status.curHP > 0) return; if(!player->Status.curHP || !player->Status.curMP) return; deadPerson->Status.curHP = deadPerson->Status.maxHP / 2; deadPerson->Status.curMP = deadPerson->Status.maxMP / 2; deadPerson->bStatus.curHP = deadPerson->bStatus.maxHP / 2; deadPerson->bStatus.curMP = deadPerson->bStatus.maxMP / 2; Users[p->m_Target.Index].Potion.CountMp = deadPerson->Status.curMP; Users[p->m_Target.Index].Potion.CountHp = deadPerson->Status.curHP; player->Status.curMP = 0; player->bStatus.curMP = 0; Users[cId].Potion.CountMp = player->Status.curMP; GetCurrentScore(p->m_Target.Index); BASE_GetHpMp(deadPerson); SendScore(p->m_Target.Index); SendCreateMob(p->m_Target.Index, p->m_Target.Index, 1); DoTeleport(p->m_Target.Index, deadPerson->PosX, deadPerson->PosY); break; } case 56: case 57: case 58: case 59: case 60: case 61: case 62: case 63: { *pRetn = true; UINT8 summonId = p->m_SkillId - 56; static const UINT8 MobDivisor[8] = {31, 36, 42, 51, 63, 85, 127, 255}; if(!player->Leader || player->Leader == -1) { for(int i = 0; i < 12; i++) { if(player->PartyList[i] <= 0) continue; st_Mob *tmpMob = GetMobFromIndex(player->PartyList[i]); for(int e = 0; e < 8; e++) { if(tmpMob->Equip[0].Index == MobFaces[e]) { if(tmpMob->Summoner != p->Header.ClientId) return; RemoveParty(player->PartyList[i]); SendRemoveParty(player->Leader, player->PartyList[i]); } } } } else // Não é o lider do grupo { st_Mob *Lider = GetMobFromIndex(player->Leader); for(int i = 0;i<12;i++) { if(Lider->PartyList[i] == cId) continue; if(Lider->PartyList[i] <= 0) continue; st_Mob *tmpMob = (st_Mob*)GetMobFromIndex(Lider->PartyList[i]); for(int e = 0; e < 8; e++) { if(tmpMob->Equip[0].Index == MobFaces[e]) { if(tmpMob->Summoner != p->Header.ClientId) return; RemoveParty(Lider->PartyList[i]); SendRemoveParty(Lider->Leader, Lider->PartyList[i]); } } } } // Essa conta pega o número de mobs que a skill deve criar INT16 numMob = player->Status.Mastery[2] / MobDivisor[summonId]; if(!numMob) numMob += 1; for(int i = 0; i < numMob; i++) GenerateSummon(cId, summonId, 0); break; } case 64: case 66: case 68: case 70: case 71: { if(player->Equip[13].Index > 4151 && player->Equip[13].Index < 4159) { // Está de traje SendClientMessage(cId, "Impossível utilizar esta skill enquanto trajado."); *pRetn = true; return; } break; } ////case 98: // Vinha - Skill sephira //// CreateMob("Vinha", oldp->PositionFinal.X, oldp->PositionFinal.Y, "npc"); //// break; case 99: // Ressureição - Skill sephira { *pRetn = true; INT16 Level = player->bStatus.Level + 1; if(player->Equip[0].EFV2 > ARCH) Level += 200; INT8 resChances = Level / 5; if(wdBuffer[cId].Ingame.hasFailed) return; srand(time(NULL) / 5 * (rand() % 500) * 5); if(rand() % 100 <= resChances) { player->Status.curHP = player->Status.maxHP / 2; player->Status.curMP = player->Status.maxMP / 2; player->bStatus.curHP = player->bStatus.maxHP / 2; player->bStatus.curMP = player->bStatus.maxMP / 2; GetCurrentScore(cId); BASE_GetHpMp(player); SendScore(cId); SendCreateMob(cId, cId, 1); } else if(!wdBuffer[cId].Ingame.hasFailed) wdBuffer[cId].Ingame.hasFailed = 200; break; } case 102: // Soul - Melhor buff ever { *pRetn = true; if(player->Equip[0].EFV2 == ARCH) return; bool hasSoulOn = false; for(int i = 0; i < 16; i++) if(mBuffer[cId].Affects[i].Index == 29) { hasSoulOn = true; mBuffer[cId].Affects[i].Master = wdBuffer[cId].Chars[wdBuffer[cId].Ingame.LoggedMob].SoulInfo; mBuffer[cId].Affects[i].Time = 139; mBuffer[cId].Affects[i].Value = 4; break; } if(!hasSoulOn) { for(int i = 0; i < 16; i++) if(!mBuffer[cId].Affects[i].Index) { mBuffer[cId].Affects[i].Index = 29; mBuffer[cId].Affects[i].Master = wdBuffer[cId].Chars[wdBuffer[cId].Ingame.LoggedMob].SoulInfo; mBuffer[cId].Affects[i].Time = 139; mBuffer[cId].Affects[i].Value = 4; break; } } GetCurrentScore(cId); SendStats(cId); SendScore(cId); break; } } }
void CheckQuarterByLevel(int ClientID, int earned) { MOB *player = (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_Mortal_Arch[player->bStatus.Level] - exp_Mortal_Arch[player->bStatus.Level-1]; next_exp /= 4; if(player->Equip[0].EFV2 <= 2) { 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) { SendClientMsg(ClientID, "Adquiriu 1/4 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) { SendClientMsg(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) { SendClientMsg(ClientID, "Adquiriu 3/4 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) { SendClientMsg(ClientID, "Adquiriu 3/4 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*1) { SendClientMsg(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) { SendClientMsg(ClientID, "Adquiriu 1/4 de bônus"); goto Level; } } } Level: player->Status.curHP = player->Status.maxHP; player->Status.curMP = player->Status.maxMP; SendScore(ClientID); SendStats(ClientID); GetCurrentScore(ClientID); }