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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 |正序浏览 |阅读模式

1 T* S- J- H! r) Y- U" V0 @" y. I7 b4 {3 sreadme.txt0 i0 O7 m; ^! s
修改软件:dyoManager.exe
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$ ~! q% t3 ]* g) O0 b8 y& S-Info-: Q) H* H9 `5 W

0 G6 b4 p/ ]# z) W7 t5 A1 lName: dyoManager6 n0 F5 F  h3 ]
Author: Kimmy Andersson
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Credits:0 Z' ~9 w$ f. Q9 t" ?& G  J
Xadet3 O) J  h; y  p/ F
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This version is FULLY functional and is GUI based.
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--------------------------------------------
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-Usage-+ ]' ~# }; K; I8 S

3 y2 s% J6 Q' J/ v+ LThe usage is EXTREMELY simple.2 O& u* T  o, b8 V, ]
Open the DYO file, edit it, save.. G0 Y6 w; V8 I+ x- U1 d9 V7 P
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--------------------------------------------- [- b3 l! l6 c4 X8 g
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-Explanation-/ `8 o. ^. q& E: U; z: @' ~
Let's take a look at the first block(this could be different on yours):0 j" ?6 ]' b) [+ c8 [

2 O) Y( n$ k; \3 y. [, J+ S( P5               对象类型(NPC为5)
8 m9 t" G0 v+ |* ~179.9087        NPC方向" V' F- f& t( m
0               下面3个为xyz轴角度一般为0
+ G2 l- n: d, D' `( A4 \0
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# ]! w( v$ z+ w! X, E9 R3344.027        标识NPC位置的xyz坐标
4 C+ }1 x% c: ^, L; |1 c- f; H& @146.9564        Y是高度0 s8 v: V& h0 p8 s
2071.1
, Q8 h0 O, t) |: [% N1               下面是xyz的比例
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13 [1 ~5 ]6 r* t" m+ ~
5               设置AI(NPC为5)
! y5 e; _' K. D$ M4 l' W7 F234             模型ID0 e. p4 i, P; e( ~" q# ^3 a
-1              未知(NPC设为-1)
% g1 E8 z" J5 F0               来自AI类型:0是不可动、中立
+ V. _! h9 U/ `  N2               未知(NPC设为2)* u9 `6 _% M( b% \
MaDa_Boneper    NPC名字(character.inc可以查看修改)+ `1 U5 }1 m# Z* Z: P/ a& P, x4 U
1               下面两个未知第一个设置为1第二个为00 C- c, _2 ~3 l
0
0 a  k1 K# D0 ], ~" d--------------- 分隔线必须有
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3 P, Y$ I  H) j/ I" a' \So the first part that says 5 is object type.4 f# u3 w& r. @  w6 a2 I5 q
5 is mover(NPC/MOB).( D$ e# j' M( I2 u0 s) z0 h8 h2 j

; u$ t8 h, f* l0 u! Q, FThe second part is the Y Rotation Angle.
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5 x7 g3 g: m- ~The next three parts are the XYZ Axis Angles.# J, R/ l) {; [7 A% x
These are usually left blank.
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* [9 M/ _0 X% f9 X/ dNext three parts after Angles are Position XYZ.
5 }" i' j  I" [4 y; U( X$ J) OKeep in mind that Y is height instead of Z.
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0 w( Q: X( g& t/ [4 o  v4 \Next three parts after Position is XYZ scale.
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Next is Set AI.
* j. }: G7 b, E3 B- t' `NPCs are set as Pet which is 5.
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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.# a% \+ c& o, T
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After that comes AI Type where 0 is non-moving, neutral.) ^! F3 C! m+ i- E; U! V; G
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Next is another unknown which is set to 2 on NPCs.
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Next is the name of the NPC.
/ @3 }, k/ L9 g) X( r1 D/ fTo see what name an NPC has, you can check either in character.inc or the dialog files.6 o7 U2 c6 d6 s) S+ t2 B8 i4 g" `
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Next two are unknowns where the first is set to 1 and the second to 2 on NPCs.8 K+ ?' w5 d3 P
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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!) o, U. ]2 H1 W

6 x! j/ Z) S* Q( }4 V--------------------------------------------
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-Shortcuts-7 x& @4 l* M; k; k! `

& [/ R- j' b) X9 _- XWhile editing inside the textbox, you can either right-click or press any of these keys to get& u& G2 B7 ]9 {2 q
desired function:
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Ctrl+F = Find
+ R# ^# E- K% w6 i- c/ H, _Ctrl+H = Replace
6 H  D2 A( E" }$ [4 GCtrl+A = Select All& X# c; {- `: a0 i) c5 m

* ?! D4 a% z0 n! b--------------------------------------------
5 d  h3 A! O& \1 S6 o; d
& e4 p; E8 c' [5 V* a-ChangeLog-* Y! b' o' x' y3 g* I" }" m

* A# n$ x- P$ `+ g+ [1.1 - Initial Release.) ]9 ]( T% D* k9 s& l
1.2 - Added options for search, select and replace." P& T/ T+ t6 `/ z6 y
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--------------------------------------------, {  l0 B  S) d! ~5 L

) m  F) B( C- m/ Z/ FThank you for reading and downloading!
, q  M$ L( j, y% T. C# uPlease comment all the bugs you can find.
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( g: H6 ~! }. X; |# B--------------------------------------------
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Proof and a little preview of what you can accomplish:+ U5 G' g2 c. ]7 c& d
http://www.swegrafix.net/upload/files/leafevent.png. A4 t# p' ~; D4 S6 l/ m6 S
(Old-school players will recognize this)3 a; C; i! u; N0 Y: L, i& B+ ]
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