First of all, open the Client.h files, i'm gonna explain you what are the vars in it. It'll be easier for you to find something when you want to do small editions in your sources. Here are all the vars you'll need to know (there are many more but we don't care about it for now) :
Now an example. I want to change the amount of crits a player can have... Formula is Level / 10. I want to have more Crits for each 10 levels like level 100 = 20 crits. Let's look for the code in game.cpp : It must have "m_iLevel / 10" in it.char m_cCharName[11];<span style='color:blue'> ---> Name of your character</span>
char m_cAccountName[11];<span style='color:blue'> ---> Name of owner of the character</span>
char m_cAccountPassword[11];<span style='color:blue'> ---> Password of the account</span>
BOOL m_bIsInitComplete;<span style='color:blue'> ---> If loading this char is OK, it will be set to "TRUE"</span>
char m_cMapName[11];<span style='color:blue'> ---> Name of the map where the character is</span>
short m_sX, m_sY;<span style='color:blue'> ---> X and Y coordinates on the current map</span>
char m_cGuildName[21];<span style='color:blue'> ---> Character's Guild (if there is any)</span>
char m_cLocation[11];<span style='color:blue'> ---> Elvine or Aresden if civilian, Elvcomb or Arecomb if combattant, NONE if traveller</span>
int m_iGuildRank;<span style='color:blue'> ---> Rank in the guild</span>
short m_sType;<span style='color:blue'> ---> Monster ID (used for polymorph magic)</span>
short m_sOriginalType;<span style='color:blue'> ---> Original Type, before polymorph</span>
int m_iStatus;<span style='color:blue'> ---> Special / Magic Status (Amp...)</span>
char m_cSex, m_cSkin, m_cHairStyle, m_cHairColor, m_cUnderwear;<span style='color:blue'> ---> Appearance</span>
int m_iHP;<span style='color:blue'> ---> Hit Points</span>
int m_iMP;<span style='color:blue'> ---> Mana Points</span>
int m_iSP;<span style='color:blue'> ---> Stamina Points</span>
int m_iExp;<span style='color:blue'> ---> Current Exp</span>
int m_iNextLevelExp;<span style='color:blue'> ---> Exp for Next Level</span>
BOOL m_bIsKilled;<span style='color:blue'> ---> TRUE if you're dead, else FALSE</span>
int m_iDefenseRatio;<span style='color:blue'> ---> Defense Ratio</span>
int m_iHitRatio;<span style='color:blue'> ---> Hit Ratio</span>
int m_iLevel;<span style='color:blue'> ---> Current Level</span>
int m_iStr, m_iInt, m_iVit, m_iDex, m_iMag, m_iCharisma;<span style='color:blue'> ---> Stats</span>
int m_iLuck;<span style='color:blue'> ---> Luck</span>
int m_iLU_Pool;<span style='color:blue'> ---> Level Up points : ((Lvl - 1) * 3) + 70</span>
int m_iGizonItemUpgradeLeft;<span style='color:blue'> ---> Majesty Points</span>
int m_iEnemyKillCount, m_iPKCount, m_iRewardGold;<span style='color:blue'> ---> EK, PK, gold amount in reward for killing Criminals</span>
int m_iCurWeightLoad;<span style='color:blue'> ---> Current load</span>
char m_cSide;<span style='color:blue'> ---> 1 for Aresden, 2 for Elvine</span>
int m_iHungerStatus;<span style='color:blue'> ---> 100 = OK, 0 = starving</span>
int m_iAdminUserLevel;<span style='color:blue'> ---> Admin Level</span>
int m_iRating;<span style='color:blue'> ---> Reps</span>
int m_iTimeLeft_ShutUp;<span style='color:blue'> ---> Time remaining before you can talk</span>
int m_iTimeLeft_Rating;<span style='color:blue'> ---> Time remaining before you can rep somebody</span>
int m_iTimeLeft_ForceRecall;<span style='color:blue'> ---> Time left before you get forced to recall</span>
int m_iSuperAttackLeft;<span style='color:blue'> ---> Remaining Crits</span>
int m_iSuperAttackCount;<span style='color:blue'> ---> Total Crits</span>
int m_iManaSaveRatio;<span style='color:blue'> ---> Total MS Ratio</span>
short m_sCharIDnum1, m_sCharIDnum2, m_sCharIDnum3;<span style='color:blue'> ---> Character's unique IDs (for binding items)</span>
We found 6 occurences related to MaxSuperAttack, and 2 more used for magic level. Let's change it for "m_iLevel / 5" and we're done! Easy, isn't it ? And this way you wouldn't always request codes that are so easy to do by your own...