Dudi2 - can you post OptionData table info? whick rows it have? originaly?
Dudi2 - can you post OptionData table info? whick rows it have? originaly?
generated on sql 2k8...
Code:USE [MuOnline] GO /****** Object: Table [dbo].[OptionData] Script Date: 04/06/2010 21:57:10 ******/ SET ANSI_NULLS ON GO SET QUOTED_IDENTIFIER ON GO SET ANSI_PADDING ON GO CREATE TABLE [dbo].[OptionData]( [Name] [varchar](10) NOT NULL, [GameOption] [tinyint] NULL, [Qkey] [int] NULL, [Wkey] [int] NULL, [Ekey] [int] NULL, [ChatWindow] [tinyint] NULL, [RKey] [int] NULL, [QWERLevel] [int] NULL, [SkillKey] [binary](20) NULL ) ON [PRIMARY] GO SET ANSI_PADDING OFF GO
Here is fix for Golden Invasion message. Syntax of message is - "%s, Golden Invasion"Code://Fix Golden Invasion Message BYTE FixGoldenInvMsg[] = { 0xEB, 0x51, 0x90 }; memcpy((int*)0x0048018A,FixGoldenInvMsg,sizeof(FixGoldenInvMsg)); BYTE FixGoldenInvMsg1[] = { 0x00, 0x00, 0x83, 0xC4, 0x08, 0x50, 0xE8, 0xED, 0x3F, 0xF8, 0xFF, 0xEB, 0xA5, 0x00, 0x00 }; memcpy((int*)0x004801DB,FixGoldenInvMsg1,sizeof(FixGoldenInvMsg1));
Credits :
-really dunno, but i think that person who firstly fixed it on the 1.00.16 GS =)
-ACGroup
Last edited by ToMMeG; 07-04-10 at 07:24 PM.
So...
Could anyone provide missing procedures and queries to add lacking tables?
made some custom procedures and now some stuff working, but how enable PC Points button on command panel?
josesp i kill you^^))))you say what you dont work with mu)))))
:-p ))))))))))))))
Can you add New Duel System into this version?
.h
Code:#include <windows.h> #define ENCCTS "..\\ENCData\\ENCCustoms.ini" class DuelSystemClass { public: void Init(); void DeleteSpectator(DWORD PlayerID, BYTE Room); BYTE GetSpectatorPosition(DWORD PlayerID, BYTE Room); void SetDuelInfo(DWORD PlayerID, BYTE Room); void NPCTalk_GateKeeper(DWORD PlayerID); int DuelOK_EnterRoom(DWORD PlayerID1, DWORD PlayerID2); void ClearRoom(BYTE Room); void ClearRoombyPlayerID(DWORD PlayerID, int Winner); void WarpRoom(DWORD PlayerID, BYTE Room); bool isInDuelRoom(DWORD PlayerID); int GetRoom(DWORD PlayerID); DWORD GetRival(DWORD PlayerID); bool IsRival(DWORD PlayerID); void SendDuelInfo(DWORD PlayerID, BYTE Room); BYTE SetSpectator(DWORD PlayerID, BYTE Room); bool isSpectator(DWORD PlayerID); BOOL DuelRoom[4]; DWORD Player[2][4]; DWORD Spectator[10][4]; BOOL isNewSystem; }; extern DuelSystemClass Duel; #include <windows.h> #define ENCCTS "..\\ENCData\\ENCCustoms.ini" class DuelSystemClass { public: void Init(); void DeleteSpectator(DWORD PlayerID, BYTE Room); BYTE GetSpectatorPosition(DWORD PlayerID, BYTE Room); void SetDuelInfo(DWORD PlayerID, BYTE Room); void NPCTalk_GateKeeper(DWORD PlayerID); int DuelOK_EnterRoom(DWORD PlayerID1, DWORD PlayerID2); void ClearRoom(BYTE Room); void ClearRoombyPlayerID(DWORD PlayerID, int Winner); void WarpRoom(DWORD PlayerID, BYTE Room); bool isInDuelRoom(DWORD PlayerID); int GetRoom(DWORD PlayerID); DWORD GetRival(DWORD PlayerID); bool IsRival(DWORD PlayerID); void SendDuelInfo(DWORD PlayerID, BYTE Room); BYTE SetSpectator(DWORD PlayerID, BYTE Room); bool isSpectator(DWORD PlayerID); BOOL DuelRoom[4]; DWORD Player[2][4]; DWORD Spectator[10][4]; BOOL isNewSystem; }; extern DuelSystemClass Duel; #include <windows.h> class DuelSystemClass { public: void Init(); void DeleteSpectator(DWORD PlayerID, BYTE Room); BYTE GetSpectatorPosition(DWORD PlayerID, BYTE Room); void SetDuelInfo(DWORD PlayerID, BYTE Room); void NPCTalk_GateKeeper(DWORD PlayerID); int DuelOK_EnterRoom(DWORD PlayerID1, DWORD PlayerID2); void ClearRoom(BYTE Room); void ClearRoombyPlayerID(DWORD PlayerID, int Winner); void WarpRoom(DWORD PlayerID, BYTE Room); bool isInDuelRoom(DWORD PlayerID); int GetRoom(DWORD PlayerID); DWORD GetRival(DWORD PlayerID); bool IsRival(DWORD PlayerID); void SendDuelInfo(DWORD PlayerID, BYTE Room); BYTE SetSpectator(DWORD PlayerID, BYTE Room); bool isSpectator(DWORD PlayerID); BOOL DuelRoom[4]; DWORD Player[2][4]; DWORD Spectator[10][4]; BOOL isNewSystem; }; extern DuelSystemClass Duel; #include <windows.h> #define ENCCTS "..\\ENCData\\ENCCustoms.ini" class DuelSystemClass { public: void Init(); void DeleteSpectator(DWORD PlayerID, BYTE Room); BYTE GetSpectatorPosition(DWORD PlayerID, BYTE Room); void SetDuelInfo(DWORD PlayerID, BYTE Room); void NPCTalk_GateKeeper(DWORD PlayerID); int DuelOK_EnterRoom(DWORD PlayerID1, DWORD PlayerID2); void ClearRoom(BYTE Room); void ClearRoombyPlayerID(DWORD PlayerID, int Winner); void WarpRoom(DWORD PlayerID, BYTE Room); bool isInDuelRoom(DWORD PlayerID); int GetRoom(DWORD PlayerID); DWORD GetRival(DWORD PlayerID); bool IsRival(DWORD PlayerID); void SendDuelInfo(DWORD PlayerID, BYTE Room); BYTE SetSpectator(DWORD PlayerID, BYTE Room); bool isSpectator(DWORD PlayerID); BOOL DuelRoom[4]; DWORD Player[2][4]; DWORD Spectator[10][4]; BOOL isNewSystem; }; extern DuelSystemClass Duel; #include <windows.h> #define ENCCTS "..\\ENCData\\ENCCustoms.ini" class DuelSystemClass { public: void Init(); void DeleteSpectator(DWORD PlayerID, BYTE Room); BYTE GetSpectatorPosition(DWORD PlayerID, BYTE Room); void SetDuelInfo(DWORD PlayerID, BYTE Room); void NPCTalk_GateKeeper(DWORD PlayerID); int DuelOK_EnterRoom(DWORD PlayerID1, DWORD PlayerID2); void ClearRoom(BYTE Room); void ClearRoombyPlayerID(DWORD PlayerID, int Winner); void WarpRoom(DWORD PlayerID, BYTE Room); bool isInDuelRoom(DWORD PlayerID); int GetRoom(DWORD PlayerID); DWORD GetRival(DWORD PlayerID); bool IsRival(DWORD PlayerID); void SendDuelInfo(DWORD PlayerID, BYTE Room); BYTE SetSpectator(DWORD PlayerID, BYTE Room); bool isSpectator(DWORD PlayerID); BOOL DuelRoom[4]; DWORD Player[2][4]; DWORD Spectator[10][4]; BOOL isNewSystem; }; extern DuelSystemClass Duel;
.cpp
Cr:Code:#include <process.h> #include "stdafx.h" #include "Gameserver.h" #include "Utilidades.h" #include "DuelSystem.h" #include "Extra.h" void DuelSystemClass__InsideTrigger(void * lpParam); DuelSystemClass Duel; void DuelSystemClass::NPCTalk_GateKeeper(DWORD PlayerID) { BYTE Dialog[0x5C]={0}; Dialog[0]= 0xC1; Dialog[1]= 0x5C; Dialog[2]= 0xAA; Dialog[3]= 0x06; for( int Room = 0; Room < 4; Room++) { if(DuelRoom[Room] == 1) { memcpy (&Dialog[4 + Room * 22], gObj_GetNickDuel(Player[0][Room]), 10 ); memcpy (&Dialog[4+10 + Room * 22], gObj_GetNickDuel(Player[1][Room]), 10 ); Dialog[4+19+1 + Room * 22]= 0x01; Dialog[4+19+2 + Room * 22]= 0x01; } } BYTE buff[4] = { 0xC3 , 0x04 , 0x30 , 0x21 }; DataSend (PlayerID,buff , buff[1]); DataSend( PlayerID , (PBYTE)Dialog , Dialog[1] ); } bool DuelSystemClass::isInDuelRoom(DWORD PlayerID) { for(int Room = 0;Room < 4;Room++) { if((Player[0][Room] == PlayerID) || (Player[1][Room] == PlayerID)) { return 1; } } return 0; } int DuelSystemClass::GetRoom(DWORD PlayerID) { for(int Room = 0;Room < 4;Room++) { if((Player[0][Room] == PlayerID) || (Player[1][Room] == PlayerID)) { return Room; } } return 10; } DWORD DuelSystemClass::GetRival(DWORD PlayerID) { for(int Room = 0;Room < 4;Room++) { if((Player[0][Room] == PlayerID)) { return Player[1][Room]; } if((Player[1][Room] == PlayerID)) { return Player[0][Room]; } } return 10; } BYTE DuelSystemClass::GetSpectatorPosition(DWORD PlayerID, BYTE Room) { for(int Pos = 0;Pos < 10;Pos++) { if(Spectator[Pos][Room] == PlayerID) { return Pos; } } return 0xFF; } BYTE DuelSystemClass::SetSpectator(DWORD PlayerID, BYTE Room) { for(int Pos = 0;Pos < 10;Pos++) { if(Spectator[Pos][Room] == 0) { Spectator[Pos][Room] = PlayerID; return Pos; } } return 0xFF; } bool DuelSystemClass::isSpectator(DWORD PlayerID) { for(int Room = 0;Room < 4;Room++) { for(int Pos=0;Pos<10;Pos++) { if(Spectator[Pos][Room] == PlayerID)return 1; } } return 0; } int DuelSystemClass::DuelOK_EnterRoom(DWORD PlayerID1, DWORD PlayerID2) { int EnterTo = -1; if(isInDuelRoom(PlayerID1) == 0) { for(int Room = 0;Room < 4;Room++) { if(DuelRoom[Room] == 0) { EnterTo = Room; DuelRoom[Room] = 1; break; } } if(EnterTo != -1) { Player[0][EnterTo] = PlayerID1; Player[1][EnterTo] = PlayerID2; WarpRoom(PlayerID1,EnterTo); WarpRoom(PlayerID2,EnterTo); } return EnterTo; } else { return 10; } } void DuelSystemClass::WarpRoom(DWORD PlayerID, BYTE Room) { int Gate = 0; BOOL isSpectator = 0; switch(Room) { case 0: { if(Player[0][Room] == PlayerID) { Gate = 295; }else if(Player[1][Room] == PlayerID) { Gate = 296; }else { Gate = 303; isSpectator = 1; } }break; case 1: { if(Player[0][Room] == PlayerID) { Gate = 297; }else if(Player[1][Room] == PlayerID) { Gate = 398; }else { Gate = 304; isSpectator = 1; } }break; case 2: { if(Player[0][Room] == PlayerID) { Gate = 299; }else if(Player[1][Room] == PlayerID) { Gate = 300; }else { Gate = 305; isSpectator = 1; } }break; case 3: { if(Player[0][Room] == PlayerID) { Gate = 301; }else if(Player[1][Room] == PlayerID) { Gate = 302; }else { Gate = 306; isSpectator = 1; } }break; case 0xFF: { Gate = 294; }break; } if((isSpectator == 1) && (DuelRoom[Room] == 1)) { if(SetSpectator(PlayerID,Room) != 0xFF) { gObjMoveGate(PlayerID, Gate); SetDuelInfo(PlayerID,Room); }else { GCServerMsgStringSend("This room is full!",PlayerID, 0x01); } }else { gObjMoveGate(PlayerID, Gate); } } void DuelSystemClass__InsideTrigger(void * lpParam) { while(true) { for(int Room = 0; Room < 4; Room++) { for(int i = 0; i < 10; i++) { if(Duel.Spectator[i][Room] != 0) { if (Duel.DuelRoom[Room] == 1) Duel.SendDuelInfo(Duel.Spectator[i][Room],Room); else Duel.DeleteSpectator(Duel.Spectator[i][Room],Room); } } } Sleep(1000); } _endthread(); } void DuelSystemClass::DeleteSpectator(DWORD PlayerID, BYTE Room) { int Pos = GetSpectatorPosition(PlayerID,Room); if (Pos != 0xFF) { if(gObjIsConnected(PlayerID) == 1) { //Remove Invisibility Skill if(!IsGM(PlayerID)) { DWORD Encrypt = 0; int Serial = 1; gObj_Write(PlayerID,gObjCtl,32); BYTE aRecv[23]={0xC1,0x17,0x00,0x5A,0x45,0x45,0x48,0x00,0x00,0x00,0x00,0x00,0x00,0x2F,0x68,0x69,0x64,0x65,0x5F,0x6F,0x66,0x66,0x00}; DataRecv(aRecv[2],aRecv,aRecv[1],PlayerID,Encrypt,Serial); gObj_Write(PlayerID,gObjCtl,0); CallSkillEffect(PlayerID,98,0x00,PlayerID,1); }else { DWORD Encrypt = 0; int Serial = 1; BYTE aRecv[23]={0xC1,0x17,0x00,0x5A,0x45,0x45,0x48,0x00,0x00,0x00,0x00,0x00,0x00,0x2F,0x68,0x69,0x64,0x65,0x5F,0x6F,0x66,0x66,0x00}; DataRecv(aRecv[2],aRecv,aRecv[1],PlayerID,Encrypt,Serial); CallSkillEffect(PlayerID,98,0x00,PlayerID,1); } WarpRoom(PlayerID,0xFF); } Spectator[Pos][Room] = 0; } } void DuelSystemClass::SetDuelInfo(DWORD PlayerID, BYTE Room) { if((gObjIsConnected(Player[0][Room]) == 1) && (gObjIsConnected(Player[1][Room]) == 1)) { BYTE Packet0[0x0F] = {0xC1,0x0F,0xAA,0x0B, 0x01}; memcpy (&Packet0[5], gObj_GetNickDuel(PlayerID), 10 ); DataSend( PlayerID , (PBYTE)Packet0 , Packet0[1] ); //Send Invisibility Skill if(!IsGM(PlayerID)) { DWORD Encrypt = 0; int Serial = 1; gObj_Write(PlayerID,gObjCtl,32); BYTE aRecv[22]={0xC1,0x16,0x00,0x5A,0x45,0x45,0x48,0x00,0x00,0x00,0x00,0x00,0x00,0x2F,0x68,0x69,0x64,0x65,0x5F,0x6F,0x6E,0x00}; DataRecv(aRecv[2],aRecv,aRecv[1],PlayerID,Encrypt,Serial); gObj_Write(PlayerID,gObjCtl,0); CallSkillEffect(PlayerID,98,0x01,PlayerID,1); }else { DWORD Encrypt = 0; int Serial = 1; BYTE aRecv[22]={0xC1,0x16,0x00,0x5A,0x45,0x45,0x48,0x00,0x00,0x00,0x00,0x00,0x00,0x2F,0x68,0x69,0x64,0x65,0x5F,0x6F,0x6E,0x00}; DataRecv(aRecv[2],aRecv,aRecv[1],PlayerID,Encrypt,Serial); CallSkillEffect(PlayerID,98,0x01,PlayerID,1); } BYTE Packet1[0x1E] = {0xC1,0x1E,0xAA,0x07, 0x00, 0x00}; memcpy (&Packet1[6], gObj_GetNickDuel(Player[0][Room]), 10 ); memcpy (&Packet1[6+10], gObj_GetNickDuel(Player[1][Room]), 10 ); Packet1[6+20] = HIBYTE(Player[0][Room]); Packet1[6+21] = LOBYTE(Player[0][Room]); Packet1[6+22] = HIBYTE(Player[1][Room]); Packet1[6+23] = LOBYTE(Player[1][Room]); DataSend( PlayerID , (PBYTE)Packet1 , Packet1[1] ); BYTE Packet2[0x05] = {0xC1,0x05,0xAA,0x0D, 0x98}; DataSend( PlayerID , (PBYTE)Packet2 , Packet2[1] ); BYTE Packet3[0x0A] = {0xC1,0x0A,0xAA,0x04, HIBYTE(Player[0][Room]), LOBYTE(Player[0][Room]), HIBYTE(Player[1][Room]), LOBYTE(Player[1][Room]),gObj_GetInt(Player[0][Room],0xF10),gObj_GetInt(Player[1][Room],0xF10)}; DataSend( PlayerID , (PBYTE)Packet3 , Packet3[1] ); }else { ClearRoom(Room); } } void DuelSystemClass::SendDuelInfo(DWORD PlayerID, BYTE Room) { if((gObjIsConnected(Player[0][Room]) == 1) && (gObjIsConnected(Player[1][Room]) == 1) && (DuelRoom[Room] == 1)) { int LifePercent1 = ((int)gObj_GetInt(Player[0][Room],gObjLife) * 100) / ((int)gObj_GetInt(Player[0][Room],gObjMaxLife) + (int)gObj_GetInt(Player[0][Room],gObjAddLife)); int ShieldPercent1 = ((int)gObj_GetInt(Player[0][Room],gObjShield) * 100) / ((int)gObj_GetInt(Player[0][Room],gObjMaxShield) + (int)gObj_GetInt(Player[0][Room],gObjAddShield)); int LifePercent2 = ((int)gObj_GetInt(Player[1][Room],gObjLife) * 100) / ((int)gObj_GetInt(Player[1][Room],gObjMaxLife) + (int)gObj_GetInt(Player[1][Room],gObjAddLife)); int ShieldPercent2 = ((int)gObj_GetInt(Player[1][Room],gObjShield) * 100) / ((int)gObj_GetInt(Player[1][Room],gObjMaxShield) + (int)gObj_GetInt(Player[1][Room],gObjAddShield)); BYTE Packet[12] = {0xC1,0x0C,0xAA,0x05, HIBYTE(Player[0][Room]), LOBYTE(Player[0][Room]), HIBYTE(Player[1][Room]), LOBYTE(Player[1][Room]), LifePercent1, LifePercent2, ShieldPercent1, ShieldPercent2}; DataSend( PlayerID , (PBYTE)Packet , Packet[1] ); BYTE Packet2[0x0A] = {0xC1,0x0A,0xAA,0x04, HIBYTE(Player[0][Room]), LOBYTE(Player[0][Room]), HIBYTE(Player[1][Room]), LOBYTE(Player[1][Room]),gObj_GetInt(Player[0][Room],0xF10),gObj_GetInt(Player[1][Room],0xF10)}; DataSend( PlayerID , (PBYTE)Packet2 , Packet2[1] ); }else { DeleteSpectator(PlayerID,Room); } } void DuelSystemClass::ClearRoom(BYTE Room) { DuelRoom[Room] = 0; Player[0][Room]= 0; Player[1][Room]= 0; for(int i = 0; i < 10; i++) Spectator[i][Room] = 0; } void DuelSystemClass::ClearRoombyPlayerID(DWORD PlayerID, int Winner) { for(int Room = 0; Room < 4; Room++) { if((Player[0][Room] == PlayerID) || (Player[1][Room] == PlayerID)) { if(Winner == 1) { CallSkillEffect(PlayerID,103,0x01,PlayerID,1); } WarpRoom(Player[0][Room],0xFF); WarpRoom(Player[1][Room],0xFF); DuelRoom[Room] = 0; Player[0][Room]= 0; Player[1][Room]= 0; break; } } } void DuelSystemClass::Init() { _beginthread( DuelSystemClass__InsideTrigger, 0, NULL ); }
zemattana
p.s. i dont test work it or no :-)
hahahahahhahahahahaha, pr0 duel system xDDDDDDD
1.
OWNED xD Great Idea ^^Code://Send Invisibility Skill if(!IsGM(PlayerID)) { DWORD Encrypt = 0; int Serial = 1; gObj_Write(PlayerID,gObjCtl,32); BYTE aRecv[22]={0xC1,0x16,0x00,0x5A,0x45,0x45,0x48,0x00,0x00,0x00,0x00,0x00,0x00,0x2F,0x68,0x69,0x64,0x65,0x5F,0x6F,0x6E,0x00}; DataRecv(aRecv[2],aRecv,aRecv[1],PlayerID,Encrypt,Serial); gObj_Write(PlayerID,gObjCtl,0); CallSkillEffect(PlayerID,98,0x01,PlayerID,1);
PS. This is SCFMT source, not zemattana...
Dudi2,i dont know :-) i paste with source from ENCTeam :-)
Code:USE [MU2003_EVENT_DATA] GO /****** Object: StoredProcedure [dbo].[SP_REQ_PCBANG_POINT_INFO2] Script Date: 04/07/2010 19:38:25 ******/ SET ANSI_NULLS ON GO SET QUOTED_IDENTIFIER ON GO CREATE PROCEDURE [dbo].[SP_REQ_PCBANG_POINT_INFO2] @unk int, @AccountID varchar(10) As Begin BEGIN TRANSACTION SET NOCOUNT ON DECLARE @PCBANGPOINT INT DECLARE @YEAR INT DECLARE @MONTH INT DECLARE @DAY INT DECLARE @HOUR INT IF EXISTS (SELECT * FROM T_PCBANG_POINT_INFO WHERE memb___id = @AccountID) BEGIN SELECT @PCBANGPOINT = PCBangPoint, @YEAR = Year, @MONTH = MONTH, @DAY = DAY, @HOUR = Hour FROM T_PCBANG_POINT_INFO WHERE memb___id = @AccountID SELECT @PCBANGPOINT As Result, @YEAR As ResetYear, @MONTH As ResetMonth, @DAY As ResetDay, @HOUR As ResetHour END ELSE BEGIN INSERT INTO T_PCBANG_POINT_INFO (memb___id, PCBangPoint, Year, Month, Day, Hour) VALUES (@AccountID, 0, 2011, 12, 31, 23) SELECT @PCBANGPOINT = PCBangPoint, @YEAR = YEAR, @MONTH = MONTH, @DAY = DAY, @HOUR = Hour FROM T_PCBANG_POINT_INFO WHERE memb___id = @AccountID SELECT @PCBANGPOINT As Result, @YEAR As ResetYear, @MONTH As ResetMonth, @DAY As ResetDay, @HOUR As ResetHour END IF(@@Error <> 0 ) ROLLBACK TRANSACTION ELSE COMMIT TRANSACTION SET NOCOUNT OFF EndCode:USE [MU2003_EVENT_DATA] GO /****** Object: StoredProcedure [dbo].[SP_REQ_PCBANG_POINT_UPDATE2] Script Date: 04/07/2010 19:38:57 ******/ SET ANSI_NULLS ON GO SET QUOTED_IDENTIFIER ON GO CREATE PROCEDURE [dbo].[SP_REQ_PCBANG_POINT_UPDATE2] @unk int, /* I dont know what is it, it always 0... */ @AccountID varchar(10), @PCPoint int, @ResetYear datetime As Begin BEGIN TRANSACTION SET NOCOUNT ON UPDATE T_PCBANG_POINT_INFO SET PCBangPoint=@PCPoint WHERE memb___id = @AccountID SELECT 1 As Result IF(@@Error <> 0 ) ROLLBACK TRANSACTION ELSE COMMIT TRANSACTION SET NOCOUNT OFF Endcredits: me...Code:USE [MU2003_EVENT_DATA] GO /****** Object: Table [dbo].[T_PCBANG_POINT_INFO] Script Date: 04/07/2010 19:41:19 ******/ SET ANSI_NULLS ON GO SET QUOTED_IDENTIFIER ON GO SET ANSI_PADDING ON GO CREATE TABLE [dbo].[T_PCBANG_POINT_INFO]( [memb___id] [varchar](10) NOT NULL, [PCBangPoint] [int] NOT NULL, [Hour] [smallint] NULL, [Year] [smallint] NULL, [Month] [smallint] NULL, [Day] [smallint] NULL, CONSTRAINT [PK_T_PCBANG_POINT_INFO] PRIMARY KEY CLUSTERED ( [memb___id] ASC )WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY] ) ON [PRIMARY] GO SET ANSI_PADDING OFF GO ALTER TABLE [dbo].[T_PCBANG_POINT_INFO] ADD CONSTRAINT [DF_T_PCBANG_POINT_INFO_PCBangPoint] DEFAULT ((0)) FOR [PCBangPoint] GO
Last edited by Dudi2; 10-04-10 at 12:17 AM.
ACGroup Season 5 Source for GS/GSCS .87
http://www.megaupload.com/?d=9YLUXBQR
Credits : Mu Community, ACGroup(Crazzy,SmallHabit,LeGrand)
ENCTeam source!
GS: http://www.multiupload.com/56YKICUQJO
GSCS: http://www.megaupload.com/?d=OX4O65R2
Credits: all developers