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4 |7 h, |5 k; f: Y" l, H! xreadme.txt$ K9 A; {/ W6 }
修改软件:dyoManager.exe/ k% R6 `/ k5 A( [0 @
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( S W& M- |6 E* Q: V8 r$ Y. A" k) j) _-Info-6 R9 k. Q* |2 V3 N {7 `6 G0 M
5 {8 Y5 M9 F( t4 x' |Name: dyoManager) c8 t, |9 }& `
Author: Kimmy Andersson# z( f$ m9 }7 l i
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Credits:8 E( J1 t1 T( ^, ^2 ~7 F
Xadet% }1 D/ A) l7 c" [% y
% y" I2 w) M2 v* eThis version is FULLY functional and is GUI based." M8 h- J" e* b
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-Usage-* w7 Q4 H% }2 J7 W
# g1 |+ T+ E/ s. t+ }The usage is EXTREMELY simple.5 h1 I; `) j& ^: Z7 W- R9 m
Open the DYO file, edit it, save.
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-Explanation-0 u9 D9 b' e9 P
Let's take a look at the first block(this could be different on yours):! }; r) C1 L% m, g0 |
1 i( ^. e1 o. ~5 对象类型(NPC为5)/ ]' l/ \: r( x4 D+ j
179.9087 NPC方向
" [7 V+ q* W' x' t0 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
) K3 L6 a! F& h7 k% A146.9564 Y是高度
m* l4 Z+ A5 u1 ?2071.11 M3 v @. K* p+ k u" [9 x( J
1 下面是xyz的比例
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5 设置AI(NPC为5): l2 i- ], b; Q, U
234 模型ID
6 n% |0 s' f5 q% E( S3 ?6 g-1 未知(NPC设为-1)' r; y, F$ d7 G, d8 a) N
0 来自AI类型:0是不可动、中立
3 |" H' O5 F. ^9 `, L X6 @2 未知(NPC设为2)& S- q. I0 p! | G
MaDa_Boneper NPC名字(character.inc可以查看修改)
/ ?1 R1 [* a+ t* o! N1 下面两个未知第一个设置为1第二个为00 B' U' j2 E! {" A7 v" Z1 T# ]
0
9 ?) k: ?" _& Z( W3 a--------------- 分隔线必须有
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+ q- K; ] |' q7 F) O4 }: CSo the first part that says 5 is object type.
( m; T' K4 n. k% J/ M6 F$ x1 r5 is mover(NPC/MOB).# Y2 L$ N9 Q: R+ q7 d* Z7 E* i
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The second part is the Y Rotation Angle.: U5 k6 h0 @! k- Q# d S
9 ~, t, T1 ]: P- `# ~The next three parts are the XYZ Axis Angles.* v& y1 n2 d' n/ p0 S: o- S
These are usually left blank.0 C7 u. `$ D- y0 V$ o, A" h
) B; Q& m, f+ j3 t: L+ b' L3 xNext three parts after Angles are Position XYZ.
1 W" b P/ f) q/ [0 K! z3 |! EKeep in mind that Y is height instead of Z.5 F& {, v4 P0 s! K* U
$ p. K! k* m2 YNext three parts after Position is XYZ scale.8 m# C3 ]- e! o9 Y- |- y8 s4 y. U
( f& ]) _& k3 d' Q2 W) dNext is Set AI., e/ m' F, B4 x2 M$ t. s4 U8 U
NPCs are set as Pet which is 5.7 ^/ O8 |+ d5 U
! z: H- |. w+ H* m8 z" u+ fAfter 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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8 ]" Y) \0 H1 j7 A2 Y5 ?. |After that comes AI Type where 0 is non-moving, neutral.
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) K( l" G9 I3 v) e( _7 _2 }Next is another unknown which is set to 2 on NPCs./ U* @5 P4 g6 w W7 ~" G. j, D1 Y
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Next is the name of the NPC.( e; o1 H- S+ d, `2 N' x1 l: l$ ?
To see what name an NPC has, you can check either in character.inc or the dialog files.
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- P0 e/ f7 [( }! Z& H- a1 X# ONext two are unknowns where the first is set to 1 and the second to 2 on NPCs.
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Last is a separator necessary for the writer.7 w3 |: b3 M. N. c) f* v: b
+ b; X1 O/ y# a- b% u5 jNOTE! The last line of the the whole thing MUST be a object type which is set to -1!
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-Shortcuts-: V9 C( o% ?8 x3 C( ?* K9 [- p
' E8 @$ I% W7 c% J0 E: s% zWhile editing inside the textbox, you can either right-click or press any of these keys to get
v* L* ~. K- K+ ^1 N$ B' hdesired function:: E0 a5 O7 E% O8 J3 e+ ?" Z
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Ctrl+F = Find% d6 g" w1 F* P/ J5 g4 Z
Ctrl+H = Replace* s9 T) ?* L4 t9 T/ }
Ctrl+A = Select All+ J* ]- z# }: t% W( z
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-ChangeLog-$ J; }5 F! L* r1 r
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1.1 - Initial Release.
: R* f- S* G/ w+ f( V1.2 - Added options for search, select and replace.
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0 u% A& _7 O* V1 q2 O# R rThank you for reading and downloading!
+ \. V6 B* i3 Y, J5 o* ~Please comment all the bugs you can find.( D4 H5 H8 J# l/ T
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^5 G5 l2 K, ^! E c6 P2 ZProof and a little preview of what you can accomplish:
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(Old-school players will recognize this)
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