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readme.txt+ A: B9 R8 G" Q9 d/ w
修改软件:dyoManager.exe7 z. ?. R; B4 o$ X0 A
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-Info-
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Name: dyoManager! L$ L' `; C; U+ k: ~, d( ]" K
Author: Kimmy Andersson6 B: k: J+ U- }5 i; u8 |4 z" S
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Credits:3 o: _6 [6 j) k8 q# N* u& [" {
Xadet2 E2 z/ _" i0 L& \4 F& Y$ {2 r
0 e! s! {2 x1 xThis version is FULLY functional and is GUI based.3 D" Y6 c! e) Y/ @1 _. D+ F1 `' @
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-Usage-/ |/ E+ Z2 Z9 ], p x. d
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The usage is EXTREMELY simple.+ ^0 K# O( o% U. j# `9 n
Open the DYO file, edit it, save.
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-Explanation-) U1 c! Q( i3 l
Let's take a look at the first block(this could be different on yours):3 u4 _& n, b- w% D e
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5 对象类型(NPC为5)
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0 下面3个为xyz轴角度一般为07 Z. a" w; d" Z
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3344.027 标识NPC位置的xyz坐标
- i4 |: r- M7 E' q6 q, k% J146.9564 Y是高度/ |* A+ o8 J! C7 L
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1 下面是xyz的比例 y O, _ G& B$ R, L7 n
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; Z; g3 g' \1 y3 u: K" Y3 W5 设置AI(NPC为5)
( H' i9 I+ M: L4 g% d234 模型ID
: B/ x% t9 k6 e0 D-1 未知(NPC设为-1)/ U) D% W+ M! s/ ~
0 来自AI类型:0是不可动、中立. z! e$ o* n6 E0 n8 ^) w; f- D0 v
2 未知(NPC设为2)
) c8 V6 |! I0 B8 N; l. UMaDa_Boneper NPC名字(character.inc可以查看修改)6 V$ P1 @" f: d- g4 D$ v
1 下面两个未知第一个设置为1第二个为05 H! I7 M7 L8 b4 Y
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--------------- 分隔线必须有2 t1 I3 s9 k6 r% S- G
. L" U5 r* x2 t) SSo the first part that says 5 is object type.) l0 T' @5 P, q- f3 d; t
5 is mover(NPC/MOB).
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1 l2 ^; ]) T9 v0 l& F6 l- bThe second part is the Y Rotation Angle.
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The next three parts are the XYZ Axis Angles." {1 D8 ~+ B1 l6 }) N* f& E9 Q1 c
These are usually left blank.) J$ S7 l$ e! Q. V4 T
$ n j2 B% _# f* I9 \% }Next three parts after Angles are Position XYZ.
) o8 r0 Y6 z) e* fKeep in mind that Y is height instead of Z.
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" S: \! q2 F2 v* ], r, }; qNext three parts after Position is XYZ scale.
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( G' c- M% U6 c+ x% b8 kNext is Set AI.( W; P& f% ^( ]# t+ t" o
NPCs are set as Pet which is 5.
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After that comes Model ID.+ d" F, q |, \! d1 N. G
6 ]5 P! m2 U, ?3 O( ~1 eNext is an unknown int that when on NPCs is set to -1./ F) ]- [8 G2 F4 H' o: i- g
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After that comes AI Type where 0 is non-moving, neutral.
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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 E% t3 f/ d. V" l5 C
To see what name an NPC has, you can check either in character.inc or the dialog files.& E8 G7 v, Y; b, v5 i3 y
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Next 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.' B3 Y4 {) R3 k
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NOTE! The last line of the the whole thing MUST be a object type which is set to -1!8 C+ x* [# J: s
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-Shortcuts-
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While editing inside the textbox, you can either right-click or press any of these keys to get y: {3 ~7 z: [, [ x
desired function:
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- w6 }$ h% Z: P7 r. F+ ?" mCtrl+F = Find( F! s* o! N& F# C/ @3 B! n7 O
Ctrl+H = Replace! v8 W' H1 G F/ O* _
Ctrl+A = Select All6 a+ O5 u" Q1 z' T' }# T# `) @
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-ChangeLog-
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: V1 f! C9 v, J' M. `1.1 - Initial Release.
# D+ X* A v ~# `3 s) R1.2 - Added options for search, select and replace.
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: K6 v0 B; V3 y- TThank you for reading and downloading!
k7 h0 `. z7 _4 PPlease comment all the bugs you can find.: H- j3 _7 C# e7 b! u5 e# n! a$ p
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Proof and a little preview of what you can accomplish:
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(Old-school players will recognize this)7 q: O: J* l* W% z, ]5 w
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