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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

0 M! O  E$ l2 G+ p) {readme.txt
- I# \$ o: \/ Q9 s8 H( X修改软件:dyoManager.exe
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4 E+ R& V$ V" n2 J-Info-
7 O* o+ b" Z7 J9 E" l  c
& ^9 Y% o2 p+ l! D4 hName: dyoManager, `2 V0 p  E6 O3 M
Author: Kimmy Andersson* U& b$ R+ {7 S
( p8 W! G: j4 m+ r4 H1 {0 K7 a& l
Credits:
$ U: O! h' ~" w' R6 @4 R: a, A8 h6 `5 yXadet+ `3 u+ k9 f+ U: F( G0 D. E& Q

4 t2 `: J# L, A( z+ e* V' b+ `This version is FULLY functional and is GUI based.
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--------------------------------------------9 t2 X0 l9 ~* K* f

- N3 M0 ~0 K' L-Usage-- H2 R+ W4 A  ]/ w% ?
. ~, h1 z% e1 P- e  y7 S$ ]' p3 b
The usage is EXTREMELY simple.5 I& q! d/ g( m# |
Open the DYO file, edit it, save.8 r3 H5 ]  T  e: M* M8 R! k

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- s9 V# n" k9 b0 b-Explanation-+ J$ d: W; T( H% G  [" j; y
Let's take a look at the first block(this could be different on yours):$ y+ J3 J; ]$ D. i6 ^6 `

/ L* v  x" R, {! o* V5               对象类型(NPC为5)/ T. r. Y/ I0 G
179.9087        NPC方向  x* W1 V# W5 u4 e  D
0               下面3个为xyz轴角度一般为08 A- _* z, K( G
0" N; b& C2 l+ B2 ]0 t
0- T( K# Z) s( `1 Z- d! b5 A1 u" x
3344.027        标识NPC位置的xyz坐标
8 n3 h* \- g7 B. q1 u146.9564        Y是高度' i2 d. F$ {/ d; L9 T- p4 v
2071.1
1 d2 P4 d$ O$ \& f1               下面是xyz的比例
4 {2 R, o2 P% N+ G1
; C) ^) i! E7 ^( n# V+ U) L1
6 }9 {& N- K& _1 X; B/ G5               设置AI(NPC为5); b% l, D6 i8 C$ Y9 f
234             模型ID% f  U5 C2 g3 w2 Z) g: g
-1              未知(NPC设为-1)
3 X$ q0 U: C8 o7 \" T6 Y0               来自AI类型:0是不可动、中立
* a. P0 A+ J( |8 u" }% x/ s, K2               未知(NPC设为2)3 ~% i3 Z6 |1 ~+ }0 M# f
MaDa_Boneper    NPC名字(character.inc可以查看修改)) x1 |4 A/ ]( v. f9 f2 `9 u
1               下面两个未知第一个设置为1第二个为0/ t( V6 R. E: R7 [: Y% ~* t
0
" u! S1 w: c) a1 s9 ~' x, u  `/ i--------------- 分隔线必须有8 y" h4 q6 O9 [' i
; N: h* p6 P# O5 n1 [
So the first part that says 5 is object type.
% ~2 n& j! M. c5 [5 is mover(NPC/MOB).
' f$ O4 n2 H9 q5 d) y. o$ }' d) h- l) {  y9 @2 E& I
The second part is the Y Rotation Angle.
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( g7 w6 [. m6 }7 Q( }The next three parts are the XYZ Axis Angles.2 y6 c# @) K  g+ S; z. s8 I7 H' R
These are usually left blank.
. X8 M. u& @4 L, o: @) z/ L% I7 |. K  O' [7 y! B) Z( o4 [
Next three parts after Angles are Position XYZ.
. M) e; q6 B8 @( K4 ^( XKeep in mind that Y is height instead of Z.
0 ^$ h3 l; c. v5 W; \; n1 i  i. E* T) g! q4 O
Next three parts after Position is XYZ scale.4 ^7 ?+ I" K6 J) c7 S0 i- T

$ Q+ @& ]* Q& n4 t0 k& eNext is Set AI.
  {9 @# J; T: f& e# J1 e4 n* ZNPCs are set as Pet which is 5.
$ K4 w% S# W" w: Z3 B' ^6 q3 J0 v3 v9 l. x0 \
After that comes Model ID.- k5 }+ c3 e1 l, Y& r
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Next is an unknown int that when on NPCs is set to -1., V) T" Y6 N* G7 B0 L" ]

4 t/ Y% W: U, dAfter that comes AI Type where 0 is non-moving, neutral.2 }. H+ D7 r7 s  O0 V- ~' J, `3 U
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Next is another unknown which is set to 2 on NPCs.
, g( }6 J* R* i9 p! a: B
. D3 w. X- I2 w8 RNext is the name of the NPC.5 x' n  _8 R: D' }: L; \: o
To see what name an NPC has, you can check either in character.inc or the dialog files.9 o" @% c6 ^6 `; j+ K7 ]) Y
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Next two are unknowns where the first is set to 1 and the second to 2 on NPCs.
6 Z- B5 e+ Z4 P6 G! [* g. i5 U1 O: ^' G. _2 v. U
Last is a separator necessary for the writer.6 H# Q% |, s' |( w; l" Q$ f9 K
& ]8 R1 C+ e0 T0 O( n8 A
NOTE! The last line of the the whole thing MUST be a object type which is set to -1!
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--------------------------------------------: v- a, z1 h# p, `( x% z8 R

3 f  K$ C. n, a8 P! Y9 b$ v-Shortcuts-0 l# _2 Y/ z& L: x

- \8 l" }6 n$ z6 h( E! v- {6 Y7 v, N, SWhile editing inside the textbox, you can either right-click or press any of these keys to get" f! }! V, x: w- q2 N
desired function:0 u$ m. A% M- ?. K* q, z8 K

3 _8 y/ x3 R8 s- qCtrl+F = Find
8 |( c' {$ r$ |! e% L% A2 oCtrl+H = Replace
: I' w7 Y' W3 H; ECtrl+A = Select All4 ^0 X( k6 x  e# y( |  H
7 i9 A, v$ L# k5 t& P! s
--------------------------------------------: a' h* W. j: `" u

/ `, q, G, o& l; G' f) M-ChangeLog-% [7 L* o$ ^: Q7 W8 C* J

& h. r0 O# X" a6 E7 r1.1 - Initial Release.: [$ U! Y+ D& L: t3 z
1.2 - Added options for search, select and replace.
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& m+ t2 t7 \; ^4 X4 \2 F' _3 K2 u--------------------------------------------* p* m" L! k- G6 d. {7 z1 u6 L5 S# i. L

) m* r  m4 E. \" C+ J. p' C: QThank you for reading and downloading!$ _1 C2 k/ N6 }+ |" I. J7 i! d
Please comment all the bugs you can find.
: |7 ?) v' @2 H1 d( `! U0 j4 o4 j1 l" U
--------------------------------------------
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Proof and a little preview of what you can accomplish:
  }; |% F1 y3 S5 \6 hhttp://www.swegrafix.net/upload/files/leafevent.png- J  d1 K% x& ]& U- A3 K6 F5 L* X
(Old-school players will recognize this); }7 }: b" s7 {6 v! U) h, M
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