void SendGridMob(int conn) { int posX = pMob[conn].TargetX; int posY = pMob[conn].TargetY; if (conn <= 0 || conn >= MAX_USER) return; int SizeY = VIEWGRIDY; int SizeX = VIEWGRIDX; int StartX = posX - HALFGRIDX; int StartY = posY - HALFGRIDY; if ((posX - HALFGRIDX + VIEWGRIDX) >= MAX_GRIDX) SizeX -= (StartX + SizeX - MAX_GRIDX); if ((posY - HALFGRIDY + VIEWGRIDY) >= MAX_GRIDY) SizeY -= (StartY + SizeY - MAX_GRIDY); if (StartX < 0) StartX = 0; if (StartY < 0) StartY = 0; int sx1 = StartX; int sy1 = StartY; int sx2 = StartX + SizeX; int sy2 = StartY + SizeY; for (int y = sy1; y < sy2; y++) { for (int x = sx1; x < sx2; x++) { int tmob = pMobGrid[y][x]; int titem = pItemGrid[y][x]; if (tmob > 0 && tmob < MAX_MOB && tmob != conn) { if (pMob[tmob].Mode == MOB_EMPTY) pMobGrid[y][x] = 0; else { SendCreateMob(conn, tmob, 0); SendPKInfo(conn, tmob); } } if (titem > 0 && titem < MAX_ITEM) { if (pItem[titem].Mode) SendCreateItem(conn, titem, 0); else pItemGrid[y][x] = 0; } } } }
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; //} } } } }
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 GridMulticast(int conn, int tx, int ty, MSG_STANDARD *msg) { if (conn == 0 || pMob[conn].TargetX == 0) { Log("err,GridMulticast mobidx,pos", "-system", 0); return; } int tmob = pMobGrid[pMob[conn].TargetY][pMob[conn].TargetX]; if (tmob != conn && tmob) GetEmptyMobGrid(conn, &pMob[conn].TargetX, &pMob[conn].TargetY); if (tmob != conn && tmob) { if (conn < MAX_USER) Log("PC do not have his own grid", "-system", 0); else Log("NPC do not have his own grid", "-system", 0); } pMobGrid[pMob[conn].TargetY][pMob[conn].TargetX] = 0; if (pMobGrid[ty][tx] != conn && pMobGrid[ty][tx] != 0) GetEmptyMobGrid(conn, &pMob[conn].TargetX, &pMob[conn].TargetY); if (pMobGrid[ty][tx] != conn && pMobGrid[ty][tx] != 0) { if (conn < MAX_USER) Log("PC step in other mob's grid", "-system", 0); else Log("NPC charge other mob's grid", "-system", 0); } pMobGrid[ty][tx] = conn; int SizeY = VIEWGRIDY; int SizeX = VIEWGRIDX; int StartX = pMob[conn].TargetX - HALFGRIDX; int StartY = pMob[conn].TargetY - HALFGRIDY; if (StartX + SizeX >= MAX_GRIDX) SizeX = SizeX - (StartX + SizeX - MAX_GRIDX); if (SizeY + StartY >= MAX_GRIDY) SizeY = SizeY - (StartY + SizeY - MAX_GRIDY); if (StartX < 0) StartX = 0; if (StartY < 0) StartY = 0; int sx1 = StartX; int sy1 = StartY; int sx2 = StartX + SizeX; int sy2 = StartY + SizeY; SizeY = VIEWGRIDY; SizeX = VIEWGRIDX; StartX = tx - HALFGRIDX; StartY = ty - HALFGRIDY; if (StartX + SizeX >= MAX_GRIDX) SizeX = SizeX - (StartX + SizeX - MAX_GRIDX); if (SizeY + StartY >= MAX_GRIDY) SizeY = SizeY - (StartY + SizeY - MAX_GRIDY); if (StartX < 0) StartX = 0; if (StartY < 0) StartY = 0; int tx1 = StartX; int ty1 = StartY; int tx2 = StartX + SizeX; int ty2 = StartY + SizeY; for (int y = sy1; y < sy2; y++) { for (int x = sx1; x < sx2; x++) { tmob = pMobGrid[y][x]; if (tmob == 0 || tmob == conn) continue; if (msg != NULL && tmob < MAX_USER) pUser[tmob].cSock.AddMessage((char*)msg, msg->Size); if (x < tx1 || x >= tx2 || y < ty1 || y >= ty2 && tx) { if (tmob < MAX_USER) SendRemoveMob(tmob, conn, 0, 0); if (conn < MAX_USER) SendRemoveMob(conn, tmob, 0, 0); } } } for (int y = sy1; y < sy2; y++) { for (int x = sx1; x < sx2; x++) { int titem = pItemGrid[y][x]; if (titem == 0) continue; if (x < tx1 || x >= tx2 || y < ty1 || y >= ty2 && tx) { if (titem > 0 && titem < MAX_ITEM && pItem[titem].Mode && pItem[titem].ITEM.sIndex && conn > 0 && conn < MAX_USER) SendRemoveItem(conn, titem, 0); } } } for (int y = ty1; y < ty2; y++) { for (int x = tx1; x < tx2; x++) { int titem = pItemGrid[y][x]; tmob = pMobGrid[y][x]; if (x < sx1 || x >= sx2 || y < sy1 || y >= sy2) { if (titem > 0 && titem < MAX_ITEM && pItem[titem].Mode && pItem[titem].ITEM.sIndex && conn < MAX_USER) { if (pItem[titem].Mode) SendCreateItem(conn, titem, 0); else pItemGrid[y][x] = 0; } if (tmob != conn && tmob) { if (pMob[tmob].Mode == MOB_EMPTY) { pMobGrid[y][x] = 0; Log("MOB GRID HAS EMPTY MOB", "-system", 0); continue; } if (tmob < MAX_USER) { if (pMob[conn].Mode == MOB_EMPTY) pMobGrid[y][x] = 0; else { SendCreateMob(tmob, conn, 0); SendPKInfo(tmob, conn); } } if (conn < MAX_USER) { if (pMob[tmob].Mode == MOB_EMPTY) pMobGrid[y][x] = 0; else { SendCreateMob(conn, tmob, 0); SendPKInfo(conn, tmob); } } if (msg != NULL && tmob > 0 && tmob < MAX_USER) { if (pUser[tmob].cSock.AddMessage((char*)msg, msg->Size) == 0) { pUser[tmob].AccountName[ACCOUNTNAME_LENGTH - 1] = 0; pUser[tmob].AccountName[ACCOUNTNAME_LENGTH - 2] = 0; sprintf(temp, "err,gridmulticast add %d-%d %s", tmob, pUser[tmob].Mode, pUser[tmob].AccountName); Log(temp, "-system", 0); } } } } } } MSG_Action *sm = (MSG_Action*)msg; pMob[conn].LastTime = sm->ClientTick; pMob[conn].LastSpeed = sm->Speed; pMob[conn].LastX = sm->PosX; pMob[conn].LastY = sm->PosY; pMob[conn].TargetX = tx; pMob[conn].TargetY = ty; }