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NPC修改

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发表于 2016-1-10 02:40:17 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
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readme.txt
+ [( e8 S# F/ |修改软件:dyoManager.exe
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-Info-
# \( W8 k* `+ M. Q2 M
4 [1 H+ f, ?" K. KName: dyoManager
) u  }) P& z/ A0 p& d" M5 ?, HAuthor: Kimmy Andersson
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/ V: @& ^- s* U% \5 K) U+ O3 wCredits:2 ^2 e9 q; C" Z  s* }/ R/ @, I
Xadet
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4 x: x/ |6 x* `! I0 v: i2 LThis version is FULLY functional and is GUI based.. R6 p# |" ]1 ^& ?

6 g5 E8 R; a& s& W--------------------------------------------1 Y. ?! B5 U8 Z% i! n3 h, q
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-Usage-; D$ p1 ~- I% p
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The usage is EXTREMELY simple.
' w' G( u, I/ r9 AOpen the DYO file, edit it, save.
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7 ~: W. y& M- [2 ^  |0 ]--------------------------------------------
4 Y+ _' d: s( ^4 F! J, Y2 Z' ~3 E; e8 C: u3 [" C6 E* ]3 [
-Explanation-
/ i* s, l; W# W4 e- H% A( BLet's take a look at the first block(this could be different on yours):4 p- p3 H; |# `
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5               对象类型(NPC为5)
( X* d/ m: J5 h6 a# [$ Y% D( L" A179.9087        NPC方向
. y: S7 m3 \1 ^3 l5 p& g% C: }0 {0               下面3个为xyz轴角度一般为0
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0
2 `% {5 Q' t* Z0 m3 v$ }2 F3344.027        标识NPC位置的xyz坐标
) h) H/ y: a: D; O4 H146.9564        Y是高度
. V$ |& g1 `! N! ^2071.1
; Q$ D$ X. s0 R0 x, N1               下面是xyz的比例8 x2 K6 @4 E- Y
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5               设置AI(NPC为5)
8 J! C4 R5 O+ j  o$ L! `$ |1 S1 R234             模型ID' `+ l- S, z' I4 ]& }
-1              未知(NPC设为-1)
  R/ E' _$ X" t4 R7 T/ w0               来自AI类型:0是不可动、中立
) G1 m# m* m6 n3 \8 h9 A2               未知(NPC设为2)
9 N( j5 ?! e8 L0 DMaDa_Boneper    NPC名字(character.inc可以查看修改)! U6 m  J3 J9 J6 z, @" M. F7 w
1               下面两个未知第一个设置为1第二个为09 t1 B% G3 V% m
0& F% {/ [  N$ l: k  _2 B4 {) T
--------------- 分隔线必须有
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' q) z/ `2 P# X/ T3 I$ DSo the first part that says 5 is object type.0 ^  w0 i8 e8 |; ^7 s$ ]7 n6 G
5 is mover(NPC/MOB).
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The second part is the Y Rotation Angle.
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The next three parts are the XYZ Axis Angles.2 D) @: X$ U" g" Y, H1 i2 C6 Y
These are usually left blank.7 U+ Y% b0 |/ p4 {; j  z* |( o* Y

, p( N" b' E& E7 G8 `* xNext three parts after Angles are Position XYZ.
; k: U3 Q5 W) B3 D& sKeep in mind that Y is height instead of Z./ I! p1 f" Z3 e; B) f: e; {9 S  I
1 X2 h4 d, S$ w; b' i
Next three parts after Position is XYZ scale.8 J3 \% a, n8 \* M% v

. C/ _: D2 [2 |7 t- X0 D0 z% cNext is Set AI.9 z! ?" J9 @% a( x( T. n
NPCs are set as Pet which is 5.$ A2 v0 L/ L, R
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After that comes Model ID.
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Next is an unknown int that when on NPCs is set to -1.. [! p: E" n" _4 \
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After that comes AI Type where 0 is non-moving, neutral.8 p( c% K+ o% T' ^3 c& F) B

$ O& d3 a$ t, K/ ^Next is another unknown which is set to 2 on NPCs.; h( j8 A' n4 f7 g# v
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Next is the name of the NPC.* J$ N0 K" ?& a) \' I2 I$ a' C5 e) n
To see what name an NPC has, you can check either in character.inc or the dialog files.2 V- y( ~  I6 u* P* b( a' ]

4 K& {! C$ S. aNext two are unknowns where the first is set to 1 and the second to 2 on NPCs., c; V0 A4 y* t

; E* A. m9 c, RLast is a separator necessary for the writer.
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NOTE! The last line of the the whole thing MUST be a object type which is set to -1!2 ^8 _9 ]" U- B
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--------------------------------------------2 g9 b# O) Q9 W9 g

9 c; r* d- V+ x2 b5 l: J$ X; \# e-Shortcuts-! I# H0 y1 U( x  f8 H, [! O# E
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While editing inside the textbox, you can either right-click or press any of these keys to get
! R* ~% U; ]4 |9 ^+ |& C' ~& Xdesired function:# e" R. D  T: R' ]  M
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Ctrl+F = Find- _, D0 T5 ~) x& N# b  U- r& O
Ctrl+H = Replace8 M& c" v( c; S  Z# D+ ~5 L  X9 z7 E
Ctrl+A = Select All0 R$ d# q$ W; @* A, u; v' L
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--------------------------------------------( J' h7 f: S7 x4 k3 U* `4 u+ c

# l& ]! R% ?+ t- D, g. W+ n6 M6 t/ N-ChangeLog-3 w7 R0 N* {' l* O5 q$ M) O1 J6 _. Y; n
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1.1 - Initial Release.& l& u9 M- K5 \# |
1.2 - Added options for search, select and replace.$ p* p6 N5 R$ Q# ^( i+ D0 p/ H
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--------------------------------------------
2 e* M4 f8 p8 |% a% `
9 g* L. @: F7 f% C* hThank you for reading and downloading!; T. J$ J- Q- F$ o& [" v8 S8 s
Please comment all the bugs you can find.0 z& I" ^8 m0 w" Z4 ~3 Q
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Proof and a little preview of what you can accomplish:
( R- T5 a' U$ E+ Uhttp://www.swegrafix.net/upload/files/leafevent.png4 M2 S) e$ \/ i1 G; Y4 z( }
(Old-school players will recognize this)1 G" J( ?4 t' P3 X# q
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