void Exec_MSG_Restart(int conn, char *pMsg) { MSG_STANDARD *m = (MSG_STANDARD*)pMsg; if (pUser[conn].Mode == USER_PLAY) { pMob[conn].MOB.CurrentScore.Hp = 2; pUser[conn].NumError = 0; SendScore(conn); SendSetHpMp(conn); if(pMob[conn].TargetX >= 1017 && pMob[conn].TargetX <= 1290 && pMob[conn].TargetY >= 1911 && pMob[conn].TargetY <= 2183 && pMob[conn].MOB.Clan == 7) DoTeleport(conn, 1061+ rand()%3, 2129+rand()%3); else if(pMob[conn].TargetX >= 1017 && pMob[conn].TargetX <= 1290 && pMob[conn].TargetY >= 1911 && pMob[conn].TargetY <= 2183 && pMob[conn].MOB.Clan == 8) DoTeleport(conn, 1237+ rand()%3, 1966+rand()%3); else DoRecall(conn); sprintf(temp, "etc,restart char:%s hp:%d", pMob[conn].MOB.MobName, pMob[conn].MOB.CurrentScore.Hp); Log(temp, pUser[conn].AccountName, pUser[conn].IP); SendEtc(conn); } else SendHpMode(conn); }
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; //} } } } }