dude, you need to study how the SDK works, in the 2 posts before I send you how to get a reference at least check that.
As i can see where you want someone to write the complete code for you.
in the basic training in parts 4 and 5, you can see how to access a node too.
reference umber basically is an integer number if you need to access the selected object it will be a pointer "&" (i write it in 3 posts before) and if you want to access all object for example you will need to put att integer from 0 to the last number of instance in the scene. if you want to access a certain type of you need to check for Class_ID.
In the end, there are many static const that you need to use as Class_ID or reference number for example Lights/mesh/materials have certain class id, and when you access any kind of object you just request the reference number from it and the paramblock will return the reference number as a value that's the nature of 3dsmax object, it is available in every object/complete scene by default.
INode* maxscene = GetCOREInterface7()->GetRootNode();
This line will access the whole scene.
INode* currNode = maxscene->GetChildNode(objectnumber);
This line will access the certain object in the scene you already access to it.
now you have the node from the node access the pBlock.
pBlock = currNode->GetParamBlock(0);
now you have pBlock and from that point, you need to access a value.
value = pBlock->GetFloat(refno, GetCOREInterface()->GetTime());
in this line of code, you will access a float from an object "refno" is an integer you should already know, lets say for example you want to access the first float from param block you will just you "0" as the reference number.
i send you the exact steps a few posts before and all of that is in the basic tutorial of creating a model.
The tutorial is available for C++ and MXS.