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* Y8 R. w6 s! B$ {' Z, Q) zreadme.txt, a- W( Q# ?6 k$ X: C* _) t# J
修改软件:dyoManager.exe# w. L1 N- f9 H; U4 w- n
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6 \ ]0 L( X, {% j: \! F-Info-' x5 V, e/ f/ ]$ c/ j; i) z
) [7 ^1 ~6 A* A8 P+ TName: dyoManager
. D+ N5 n* `) R+ i5 Q* O$ IAuthor: Kimmy Andersson
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/ U/ _3 M0 ^9 C3 YCredits:* R; `$ T8 G6 ], j4 v$ K
Xadet4 q/ u" E- l b# _: k& ~4 ?- g+ k
$ ]1 ~: V. J) m4 P5 g0 t8 ?# zThis version is FULLY functional and is GUI based.
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/ K- J& v! L6 J9 @( g-Usage-1 J7 |" o. M$ q1 t( P5 I
+ f4 e N& V% ~' X6 nThe usage is EXTREMELY simple.
$ r! H( K; \ C3 M. }, EOpen the DYO file, edit it, save.
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-Explanation-
5 }, x/ U" n' v, y7 Y' [; WLet's take a look at the first block(this could be different on yours):
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5 对象类型(NPC为5)
& i. g* R$ v) G, Z% @) Y179.9087 NPC方向7 C9 H/ o, O" o; \3 W) ~" Y2 p, F
0 下面3个为xyz轴角度一般为0
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3344.027 标识NPC位置的xyz坐标
$ B# k3 Q3 q$ M8 }4 ~. ^6 j146.9564 Y是高度$ D4 B) i3 _# `$ G: f8 R
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1 下面是xyz的比例1 l+ L. y3 F! x6 c
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5 设置AI(NPC为5)
$ I1 M. @% C) I$ s234 模型ID# n% Q0 Q7 |" W+ Y
-1 未知(NPC设为-1)
% k; x4 ~% e( R" Y, M' g0 来自AI类型:0是不可动、中立3 X* c* I9 U4 W/ Q7 Y3 S
2 未知(NPC设为2) g% O- Z- |7 j/ }: P
MaDa_Boneper NPC名字(character.inc可以查看修改)6 X. X5 ~8 z: N7 J q8 H; ?& u
1 下面两个未知第一个设置为1第二个为0" g- m& h/ v/ [! j
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--------------- 分隔线必须有$ ?& ]5 x, J: b+ j
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So the first part that says 5 is object type.
/ |+ S8 g6 q' t5 is mover(NPC/MOB).. b" }) A) u# D
% E1 Q( z" b* h; HThe second part is the Y Rotation Angle.* r, l; c7 }6 Z" _
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The next three parts are the XYZ Axis Angles.7 c2 |% X6 b/ N
These are usually left blank.
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& j8 L% d/ ]8 q6 \- H5 fNext three parts after Angles are Position XYZ.
}5 N. i2 r! T. PKeep in mind that Y is height instead of Z.
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Next three parts after Position is XYZ scale.
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Next is Set AI.
; ?, ]( D x9 kNPCs are set as Pet which is 5. X) l( c }( |) {/ w4 _9 ~/ t
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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.
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After that comes AI Type where 0 is non-moving, neutral.1 ?4 `2 d, b1 S* a/ G9 B
. t# Q3 a5 F7 SNext is another unknown which is set to 2 on NPCs.
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Next is the name of the NPC.# ]. g, @- M* k' z. E
To see what name an NPC has, you can check either in character.inc or the dialog files.
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/ Z1 v5 e* k& G+ z1 T4 |8 |Next two are unknowns where the first is set to 1 and the second to 2 on NPCs.( }# h7 X9 ]+ G8 Q
' j0 c! R* T( m% T: |4 tLast is a separator necessary for the writer. `3 I/ P+ b: L1 _; B
) ]( T. k. M6 ?. |, ONOTE! The last line of the the whole thing MUST be a object type which is set to -1!
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% X5 j" s6 T) I5 u8 m5 o8 v" C: h-Shortcuts-1 k. G- e. b5 Q
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While editing inside the textbox, you can either right-click or press any of these keys to get/ Y5 R; d3 I9 z
desired function:- k6 }( n! q6 h# h1 q: l
% t k# n3 S8 G% WCtrl+F = Find
' l9 E. }$ q% D' p5 v' Z1 DCtrl+H = Replace7 i! J+ C# }9 H
Ctrl+A = Select All
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-ChangeLog-8 L* V* ^2 h, ]/ o9 |" {
; N# w1 m1 T( [8 G$ t" G; R1.1 - Initial Release.
) Z1 ?4 D0 J2 ]$ ?: U; n5 h7 F1.2 - Added options for search, select and replace.
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# ^0 e( G) W5 @( f# \! H( lThank you for reading and downloading!. a* l3 z. H; J3 R+ P+ y
Please comment all the bugs you can find." f- @+ U( @$ c* j9 H+ _
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Proof and a little preview of what you can accomplish:
# i( ~1 p1 c6 ]2 i% l4 yhttp://www.swegrafix.net/upload/files/leafevent.png
# S: a' D2 ]' d% t(Old-school players will recognize this)& n- i9 B+ P/ `
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