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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

% c  V+ B+ N! x/ hreadme.txt
, ~" V) l1 p$ h修改软件:dyoManager.exe
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7 c$ \7 @/ ^+ F0 Y5 ]2 J3 c6 C( G1 _! a5 o% k# V: E
-Info-. W) a/ [& }: c7 k+ |) _/ R  {

0 E' {, U. k0 K& z# yName: dyoManager
& j: e7 q3 w3 I, ?: A. XAuthor: Kimmy Andersson
6 x- I  z# N! |0 \1 Q6 `2 g) C& S% G5 O1 ^; a" O5 f$ E2 N$ m1 n
Credits:: v# U% y9 o7 ?* Z
Xadet& K8 s( R3 s7 ^

( R1 _6 }& ^7 z% Y- lThis version is FULLY functional and is GUI based.+ n& J1 P: I3 o2 J6 k, P
" c' r0 B) m+ R0 U/ k6 g  v" s' {
--------------------------------------------
  e! O/ N& _- c& @. o1 p# L5 m4 y* x
-Usage-! \9 g: P, b$ x0 C7 `7 A+ d: u& F
+ r; T, S( v$ _9 r' T/ S
The usage is EXTREMELY simple./ g% b2 p% J8 l# Q
Open the DYO file, edit it, save.
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" S- h( R4 }+ x% b# ]5 H--------------------------------------------
7 F( ^4 Q; {: L0 W4 C7 r1 k; Z: I  G0 P* S+ v/ M. I
-Explanation-
* T0 _- w2 a; T. v% ], ?9 R; qLet's take a look at the first block(this could be different on yours):5 W- V9 |9 r5 V: D/ [$ q: |$ P

" G, o0 T) [' B5               对象类型(NPC为5)
) ~6 b1 l" v) j3 M& z+ ~4 i179.9087        NPC方向
& R* [8 m- A8 z3 A* B, D/ i# s1 {# Q0               下面3个为xyz轴角度一般为0
8 |0 s  q* `0 K6 b5 f0
8 O( U2 x' o% ]7 |2 f4 C% j, ^0/ B  X: s$ U3 T! d4 n7 Q" Q
3344.027        标识NPC位置的xyz坐标
, a& A/ `* Y' _( x9 }  g0 L146.9564        Y是高度
; q4 c) x0 Z; C& a2071.12 C5 _% n' s, u; w1 R
1               下面是xyz的比例
2 e7 B1 |& T( A  k1
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5               设置AI(NPC为5)( S/ O( K" x' Q8 p
234             模型ID
: B+ s* i) T4 }, L6 U5 t-1              未知(NPC设为-1); F9 f! ?1 c" W& o. }
0               来自AI类型:0是不可动、中立
, y) J7 @# i5 o0 K0 Q2               未知(NPC设为2)% {8 j5 A1 F( H8 z: J3 z9 \% p
MaDa_Boneper    NPC名字(character.inc可以查看修改)( \, \/ ~: S8 ^/ L4 `
1               下面两个未知第一个设置为1第二个为07 Z$ z( K7 ~* M1 G& j9 A5 R
08 f0 g, w% c- T( j: R2 v4 E
--------------- 分隔线必须有
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So the first part that says 5 is object type.) U6 a- O6 m* D( `/ F
5 is mover(NPC/MOB).
) V% s0 @4 a4 q4 J- g2 i, P
( B) j  T2 B6 _6 @, f3 I3 HThe second part is the Y Rotation Angle., R! K3 O+ {+ P+ Y

3 \% C6 b& q; Q* @( GThe next three parts are the XYZ Axis Angles.
1 r# @0 k8 `" _/ n9 [These are usually left blank.5 P# f* U+ R# E+ [; h, p+ ^
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Next three parts after Angles are Position XYZ.2 Y# Y) P9 L2 |# l/ Q" [
Keep in mind that Y is height instead of Z.
% Z! ]' O9 Y2 F5 J3 d* ~; a1 y6 x
Next three parts after Position is XYZ scale.) J# Y- [; |: @' z, t3 Y
7 L& C! |; o2 r0 G
Next is Set AI.
) R$ H# C9 U0 v$ aNPCs are set as Pet which is 5.
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After that comes Model ID.
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$ l3 f' D8 K; O. C% ^. Y' m( U  gNext is an unknown int that when on NPCs is set to -1.
( a6 V: b& f1 m5 o5 F+ X  U/ d, `+ l3 r3 l; I; V  U
After that comes AI Type where 0 is non-moving, neutral.
& |* |. Z) ]2 j6 y* ]$ u
8 m* T0 e8 P4 F8 V) SNext is another unknown which is set to 2 on NPCs.
, q; R* Z+ f* ]. h! P; Y
, s2 K, a9 W  U- [0 v7 _Next is the name of the NPC.' w' Z' }+ ^& S( D  f0 B0 w+ \/ f
To see what name an NPC has, you can check either in character.inc or the dialog files.9 z" z  |3 B2 n. O! P6 H
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Next two are unknowns where the first is set to 1 and the second to 2 on NPCs." H0 N: \/ k. o& i8 o0 `9 j

3 y6 f% P7 ?0 Y3 V  X( h0 ?Last 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!) w# Q2 t& t$ @3 p: F
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--------------------------------------------: ~0 _  o/ x$ j; u7 o2 `. ?* r4 H
5 S3 o" t/ x5 v
-Shortcuts-) T6 Y& L# R3 t5 Q; J

" W- W  L4 o- I' iWhile editing inside the textbox, you can either right-click or press any of these keys to get
; k" B0 U# W9 M( |1 _( L& rdesired function:  r4 K8 B; B+ ]( W, H: P' e$ i
: e6 ?3 g% R4 m" T% A6 a/ }
Ctrl+F = Find
( |+ u8 o3 s) T2 vCtrl+H = Replace
( t& ?* w( T% L9 u5 \, jCtrl+A = Select All9 V5 ~; P5 {& U: w3 j1 m

1 A2 |' Z* e( A" g- \--------------------------------------------
4 _" b4 b7 g9 Z8 a5 ^0 z
3 I$ e9 F# q: w; k! c-ChangeLog-
/ Y' Y" a( P& v9 g4 S, K% ]( X6 `3 D4 Z* B
1.1 - Initial Release.( q$ p$ k# T1 c; A
1.2 - Added options for search, select and replace.
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* Z. r/ z9 Z. N  r. f& J--------------------------------------------" R+ a4 Y9 Y1 p* ~+ R
2 }7 ~6 i8 [' {1 u' t
Thank you for reading and downloading!
' c! z7 Y0 c: }  XPlease comment all the bugs you can find.
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% W* z  _( q; n& Z( N( g--------------------------------------------, Y1 l: ~; l- f, E2 v- \

/ X! B( \0 }. {6 \* v& L& XProof and a little preview of what you can accomplish:
* }8 m4 V- ~4 L( o* e1 o( chttp://www.swegrafix.net/upload/files/leafevent.png% d+ ~7 |# Q" C: j) \
(Old-school players will recognize this)9 ~$ u; h1 _- o! F8 T0 K
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