Firstly, thanks for your reply, I add
ChatPacket(CHAT_TYPE_INFO, LC_TEXT("Horse Info"));
ChatPacket(CHAT_TYPE_INFO, LC_TEXT("Level: %d"),GetHorseLevel());
ChatPacket(CHAT_TYPE_INFO, LC_TEXT("Health: %d"),GetHorseHealth());
ChatPacket(CHAT_TYPE_INFO, LC_TEXT("Max Health: %d"),GetHorseMaxHealth());
ChatPacket(CHAT_TYPE_INFO, LC_TEXT("Stamina: %d"),GetHorseStamina());
ChatPacket(CHAT_TYPE_INFO, LC_TEXT("Max Stamina: %d"),GetHorseMaxStamina());
behind the
void CHARACTER::HorseSummon(bool bSummon, bool bFromFar, DWORD dwVnum, const char* pPetName)
{
if ( bSummon )
{
When I summon the horse, If it's revived, it has hp and stamina, but when I warp/relog the hp and stamina falls down.
I've looking for the side where the stamina/hp is saved/load but I can't find any error.
Thanks for your time, regards.