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标题: NPC修改 [打印本页]

作者: admin    时间: 2016-1-10 02:40
标题: NPC修改

9 h2 p2 s8 w2 i' jreadme.txt8 h, V6 `8 c( `. F. c
修改软件:dyoManager.exe) l; V; J* v* p# P. }
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7 q- L) o8 i; V( E-Info-
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9 K  B  r1 u+ n' c$ Y6 H" B7 LName: dyoManager" L( b' K% ^! y+ R6 B
Author: Kimmy Andersson
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Credits:
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This version is FULLY functional and is GUI based.8 {4 U5 r0 P" R' H- o! @

5 n) X/ `9 d2 T  ^--------------------------------------------
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( ]& r9 \& z3 p* Q! A-Usage-
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. e1 A7 ^; |6 Y% d6 _- F( i1 FThe usage is EXTREMELY simple.
9 P3 {" P' A  ]- tOpen the DYO file, edit it, save.
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-Explanation-, U. k7 W9 V5 U- v: |; g9 J
Let's take a look at the first block(this could be different on yours):/ P7 F7 e- E( y8 y0 n. A& z: C

3 L0 F& q9 W7 P3 X3 h' a5               对象类型(NPC为5)9 n$ }6 i$ E; ]* s; E
179.9087        NPC方向9 Q! L( U& N9 T* U
0               下面3个为xyz轴角度一般为0- x3 H  \+ C  c) {
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0
" ^$ B, o$ D9 Z: A& Y4 C: J3344.027        标识NPC位置的xyz坐标7 W! \4 l* A8 j# i; B/ V9 u3 `6 L% \
146.9564        Y是高度
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. Q9 t/ A8 w% ]  \7 d1 o% `9 S, D& z1               下面是xyz的比例
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5               设置AI(NPC为5)
8 M2 Z( J- O) o' D2 ^, l0 B234             模型ID; V) l( J: K  g  ]0 w0 x
-1              未知(NPC设为-1)* D6 C( W$ a/ W; g
0               来自AI类型:0是不可动、中立
' i( F$ o: d3 k' Z5 k. F2 B2               未知(NPC设为2)7 v1 K5 D5 n8 i- b" X; q$ _- B/ c
MaDa_Boneper    NPC名字(character.inc可以查看修改)
/ n# M1 I4 S$ H# J1               下面两个未知第一个设置为1第二个为0
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--------------- 分隔线必须有; ^2 H! }- h! X  N' a# U

6 F$ Y0 ~3 \" B# \! P; {3 BSo the first part that says 5 is object type.% G* z& K7 s6 }) G' G/ b) P
5 is mover(NPC/MOB).
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The second part is the Y Rotation Angle.
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6 G8 E( O( j0 V& A: A/ cThe next three parts are the XYZ Axis Angles.
  }% T; y# m& _0 O- }4 B) C/ hThese are usually left blank.
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8 C4 {. S. E4 F& Z0 JNext three parts after Angles are Position XYZ.
9 B+ \# V; F4 u+ n& n9 J8 HKeep in mind that Y is height instead of Z." e! s% {9 D; a# m- N

: D  l$ T" \4 @! B# L1 aNext three parts after Position is XYZ scale.
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- v7 }- W$ R) BNext is Set AI.
" [: A; y% ]/ g" P5 }) SNPCs are set as Pet which is 5.
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% V+ {2 _% f& n% b! f/ w* \$ {2 j0 k6 aAfter that comes Model ID.
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Next is an unknown int that when on NPCs is set to -1.; |% w* Q) K# t6 Y
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After that comes AI Type where 0 is non-moving, neutral.
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) m3 h6 Z8 Y; N" B& t$ |% k4 w9 ZNext is another unknown which is set to 2 on NPCs.. n0 H0 n7 k$ X

6 R+ E  {: s- V' j3 Z& ZNext is the name of the NPC.
" N/ W  m# m9 R; n3 }7 BTo see what name an NPC has, you can check either in character.inc or the dialog files.
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Next two are unknowns where the first is set to 1 and the second to 2 on NPCs., ^( ]4 H3 D: Y2 {  Q/ `3 _) i  y5 R# Q+ |
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Last is a separator necessary for the writer.
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7 m* [' o; v* c7 w3 z5 w* [NOTE! The last line of the the whole thing MUST be a object type which is set to -1!& N7 W7 V9 f& C+ x( w

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-Shortcuts-
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& Q4 w2 E2 ]" z) LWhile editing inside the textbox, you can either right-click or press any of these keys to get
) z& p& b& H- N. P/ G7 H/ Xdesired function:6 S7 J9 T$ H, X& U, W
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Ctrl+F = Find) \8 a& s8 ?' Z6 y' V
Ctrl+H = Replace
9 v" g9 P% h7 WCtrl+A = Select All
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7 F2 _! A( [- ~. d2 x( N-ChangeLog-# d( \9 [" U8 O8 V# A/ E3 Q' o; X
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1.1 - Initial Release.4 C" i4 V) H* b& [" }
1.2 - Added options for search, select and replace.( x$ `/ m1 m% S1 a/ y

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' U$ d0 M9 d; X( sThank you for reading and downloading!
; m4 `" s3 E! a- _; ]8 v0 kPlease comment all the bugs you can find.
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Proof and a little preview of what you can accomplish:  |* x; k& q4 b% r3 y+ O
http://www.swegrafix.net/upload/files/leafevent.png
* D: O: }, O* J+ O. l(Old-school players will recognize this)1 G- r9 n4 k3 B; u$ P% j8 N

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