9 A* c, d- s) g r& a2 p% I/ b" H-Info- 4 j- _" w/ @% D. r5 a- U$ Q* D7 a8 |" |+ [
Name: dyoManager" }) J6 k/ }4 F& |7 L0 i
Author: Kimmy Andersson0 ^% Y- v2 L) L P
3 A- \' k2 v$ H0 uCredits: 3 C/ e- }" F9 [3 B3 l' V3 c" T' g* pXadet9 e' l) ~5 G* _8 t) \, A# l3 x
# h" K1 ]% Z" a: w& I. V. ]4 D) LThis version is FULLY functional and is GUI based.: W$ j8 g6 P7 O: P* ~( f
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-------------------------------------------- 1 C+ Q! U+ h# o& ~ 8 ?6 x: x3 a. l8 Z-Usage-7 R8 [( a- s$ B. p9 n; Y2 \
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The usage is EXTREMELY simple. 0 P6 h$ h5 c- T! ^" ?! SOpen the DYO file, edit it, save. ' R8 K! s2 }4 g4 q0 A" \$ G% [ ) H* S2 \2 E7 o( z w1 @) Y-------------------------------------------- 3 W- U+ y: }" m$ y, f/ u: u+ ]$ D4 ]$ `/ ?# ~6 R
-Explanation-+ e" C) |. ]7 \! I1 `5 j: G
Let's take a look at the first block(this could be different on yours):" I4 K. C; X) M3 v2 Y# Q4 }
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5 对象类型(NPC为5) * P& V9 Q+ x/ g5 K179.9087 NPC方向' f u3 A$ Y1 c# k
0 下面3个为xyz轴角度一般为0 - [( \3 w9 R% F& A- b! p0( L7 `3 B8 x$ O" p# N
0 + i# E0 I1 O6 I& i! M) G3344.027 标识NPC位置的xyz坐标 - d% w& [4 a1 E7 Y3 K$ w. u6 U. {146.9564 Y是高度 " `8 ~ y% s P" l+ E2071.1& x% [ M0 | V. G
1 下面是xyz的比例) H8 v" k* ^* h
1 ; F7 v8 `: Z$ P$ p% x9 _1 " V+ z0 v; E5 i$ w6 D3 y5 设置AI(NPC为5) r: G* N+ i0 a1 \7 q
234 模型ID ) o* r3 `0 T$ h5 K. @& w, z3 ~( i-1 未知(NPC设为-1) 1 N( L$ U g, O' ]0 来自AI类型:0是不可动、中立 * E* F5 G& e) L4 E2 未知(NPC设为2) ( I6 M* {, U5 i% z+ lMaDa_Boneper NPC名字(character.inc可以查看修改) / z: M ]0 a! P* O8 V/ l; K1 下面两个未知第一个设置为1第二个为0 z7 C( ]1 y+ o; l# X1 j00 E; B- o+ v, K+ P* r! u
--------------- 分隔线必须有% E0 T4 p3 s* C
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So the first part that says 5 is object type. * {% E; B6 g4 F w2 P5 is mover(NPC/MOB). : Z: Y' p$ d' r7 x) f: F 7 k1 [9 T4 n \! R$ y w# gThe second part is the Y Rotation Angle. 6 o6 r, l( o: {4 t + S. n5 H! e) p1 d, Q% KThe next three parts are the XYZ Axis Angles. ! N+ g' [3 M. x+ J7 DThese are usually left blank. # {- i* D2 z' d& Z4 A! J. P; j; y F% j( S( U/ T
Next three parts after Angles are Position XYZ.0 X6 k, S6 w# K+ c& Z4 D3 {
Keep in mind that Y is height instead of Z. 7 Q# ~8 V5 h; R' O! k " @' q! F& l1 q; uNext three parts after Position is XYZ scale.( i% Y7 K3 _( Q) `0 T/ j
5 S# [# h( h. O& Z) z. uNext is Set AI.) t# g9 N, W( l f
NPCs are set as Pet which is 5. 2 g" {/ l4 X5 i8 y" |, B9 p; G) I! R" |* D Y9 q) }- i" c
After that comes Model ID. {( j; l9 c/ T9 O4 X( c7 t! U" w7 k
Next is an unknown int that when on NPCs is set to -1.2 u1 T( _0 I) j) E
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After that comes AI Type where 0 is non-moving, neutral. 6 W& ^5 F8 E2 j9 I6 V2 u3 R1 j, C2 V K' Z
Next is another unknown which is set to 2 on NPCs.' I9 Z( H6 ^1 H8 o8 U8 ~
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Next is the name of the NPC.& S( R6 Y. }, Q9 d# C( Y% L6 k
To see what name an NPC has, you can check either in character.inc or the dialog files. 0 ], K# p! L& z! V, P( E% a0 T' W, Q/ O9 ]
Next two are unknowns where the first is set to 1 and the second to 2 on NPCs. 3 |( f! z: `4 N) b. b % N+ w( x8 d& I/ C% y: MLast is a separator necessary for the writer. . s3 |. }5 E% D/ Q5 P* @% O1 ^$ Z5 d* ~4 T+ I7 N
NOTE! The last line of the the whole thing MUST be a object type which is set to -1! 3 Y8 ~; Y1 o6 \) x , |+ Y6 r% u0 _--------------------------------------------: a/ T# K3 p+ t+ ?. y0 R8 |
2 r, V4 `, k9 P. AProof and a little preview of what you can accomplish:- s) L( ^ r7 I+ x: R! u' e. n( n http://www.swegrafix.net/upload/files/leafevent.png 3 B0 a! f ?( K(Old-school players will recognize this)$ G k0 V3 N+ H% i2 j! u0 U