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RGN结构

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发表于 2016-1-10 03:19:24 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
面的工作不是我的正是从divinepunition:
这不是suppoed能被释放,但不是我的过错中有些人说他喜欢有乐趣差的球队与他的东西。
什么是区域构造和都有什么目的?
RGN文件包含一些重要信息的游戏。在这里你可以定义所有怪物/对象/下降但也定义attribut产卵区域,如安全的地方,no-flying和no-teleport区域等。
你还可以定义音乐各区域和切割地图进区必须知道你哪里有复活。
你也可以在你的地图上定义了一些icone说这名球员,如果他们是一些地牢、食品商店,魔术店等在该地区。
所以那些文件来定义每一信息我们想要给一个地区,这很重要。
我们能找到2不同类型的区域内容:
Respawn7:定义一个产卵的位置
线在rgn文件,开始由respawn7产卵"都是信息的东西到游戏中。
第二种价值相对应的线对象类型我们将产生,它可能是一个掉那些东西:
定义OT_OBJ # 0 / /背景对象
定义OT_ANI # 1 / / Annimation对象
定义OT_CTRL # 2 / /特殊背景对象
定义OT_SFX # 3 / /特殊效果,对象
定义OT_ITEM # 4 / /物品
定义OT_MOVER # 5 / /移动物体
定义OT_REGION # 6 / /地区(事件,性质)! ! !但没有定义与RESPAWN7 REGION3
定义OT_SHIP # 7 / / Non-process
定义OT_PATH # 8 / / Non-process = >试图用它来看看我们是否可以走在外在目标要从另一个游戏
因为显而易见的原因,我们只看到那些对象类型:OT_CTRL(在地牢)OT_ITEM(永久)OT_MOVER下降(因为搬家工人而不是NPC造成他们是在DYO文件)
Region3 attributs:定义区域
所以线开始,region3 "允许定义特异性面积。一般映射一个小地方,我们可以通过说如果我们想玩音乐对这个领域,允许一些游戏动作与否,定义,这个地区是lodelight连接如果造成死亡的,定义了一种icone,以确定哪些你可以找到在那里(商店,地牢,城镇…)
第二值对线是类型的区域,你可以吃那些:
RI_TRIGGER 10
11他们定义的RI_ATTRIBUTE本届attribut区(没有喊不传送是一些为例
在每一场比赛RI_BEGIN 12只有一个:它定义第一个产卵的地方的球员
13 RI_REVIVAL区域定义了两者之间的复兴是重振旗鼓地方的名字
14 RI_STRUCTURE允许定义与地方在地图上,如:地牢,一般商店. .
15 RI_PLACE从未见过这一件
Respawn7地区内容和解释
好的,这我会解释不同结构(嗯。我所知道的respawn7地区)的细节:
有两种不同的结构,靠的....重生。如果它是一个特殊的背景下,对象或者其他…
掉落或怪物的结构
Region3内容和解释
好region3允许添加一些attribut线向区域定义。 这里的实际已知结构:
http://img14.imageshack.us/i/structureregion.jpg/
http://img14.imageshack.us/img14/337...eregion.th.jpg
好的,这多件关于这些选项:
类型
RI_TRIGGER 10
11他们定义的RI_ATTRIBUTE本届attribut区(没有喊不传送是一些为例
在每一场比赛RI_BEGIN 12只有一个:它定义第一个产卵的地方的球员
13 RI_REVIVAL区域定义了两者之间的复兴是重振旗鼓地方的名字
14 RI_STRUCTURE允许定义与地方在地图上,如:地牢,一般商店. .
15 RI_PLACE从未见过这一件
区域类型是一种形式的隔层允许我们这地区将定义的。
Triger眺望,触发是允许主要适用于某些事件发生在一个地区的地方,喜欢音乐,warpzone标题和副标题
Attribut定义Attribut面积。 有两个attribut类型(见attribut0x1000部分)之前,它将被宣布在一个触发,0x1000或更多,将宣布在一个attribut地区。
定义在哪里开始,玩家必须开始游戏时,它的一名新球员,事实上我们正在使用的数据库defaut价值,但我们可以用这一个。我认为我们应该把为客户一开始地区吧。
玩家可以定义在复兴reion xyz将恢复的地方的名称与面积将允许打电话给这个地区从世界的文件
结构定义了一些地方,似乎可能允许让他们在地图上(如地牢、市场等)。
地点:我一直在想着老lodelight与苦痛,允许来疗愈你的球员,但是不确定我需要检查一下flyff在一个旧的版本
x,y,z
那些价值显示中心面积,当这个区域定义一个attribut透气性能或结构。同样的位置的球员就能挽回(当地区类型等于13日(恢复))
attribut
定义了一些Attribut效应,这可能会修改游戏在一个区域。这是一个十六进制的价值。在这里,不同的价值观,可用(你可以简述
RA_WORLD 0x00000001
RA_DUNGEON 0x00000002
RA_NEWBIE 0x00000004
RA_BEGIN 0x00000008
0x00000010 = > RA_SAFETY地方你不可能是pk的东西
RA_SHRINE 0x00000020 = >被用在一个古老的功能与苦痛,让你恢复活跃
RA_FIGHT 0x00000040
RA_INN 0x00000080
RA_SIGHT 0x00000100
RA_DAMAGE 0x00000200
定义一个小镇RA_TOWN0x00000400怪物不应该去
RA_DAYLIGHT 0x00000800
RA_PK 0x00001000
RA_OX 0x00002000
RA_DANGER 0x00004000
RA_NO_CHAT 0x00008000
0x00010000 RA_NO_ATTACK球员不能攻击
RA_NO_DAMAGE 0x00020000无损伤是这一切
0x00040000 RA_NO_SKILL球员不能使用技能在这里
0x00080000 RA_NO_ITEM玩家不能使用物品
0x00100000 RA_NO_TELEPORT球员不能传送
RA_SCHOOL 0x00200000
RA_PENALTY_PK 0x00400000
0x00800000 RA_COLLECTING球员可以收集项目
到现在为止,我不甚了解如何使用它们,我们将需要测试每一个值。注意,你可以将民主的价值。一个小镇为例0x410安全=
ObjectID
这个值定义一个ID大部分时间是终端和身份证,但它可以是一种结构类型ID当地区等于14.列表的结构:在这里
SRT_NONE 0
SRT_LODESTAR 1
SRT_LODELOGHT 2
SRT_STATION 3
SRT_WEAPON 4
SRT_SHIELD 5
SRT_FOOD 6
SRT_MAGIC 7
SRT_GENERAL 8
SRT_PUBLICOFFICE 9
SRT_QUESTOFFICE 10
SRT_DUNGEON 11
SRT_BUCKLER 12
SRT_WARPZONE 13
这些结构定义icone价值似乎显示在地图上的位置,但我不太确定^ ^
演奏音乐?
当对象id是一名音乐这个值等于1所以它应该让音乐比赛。测试,以获取更多信息
两个未知世界的字符串
从未见过他们可以用了,或许因为更老的版本
warpid wapry warpx,warpz,,
定义一个经(歪曲的旅游目的地是一个触发器类型所宣布的区域)你有mapid,x,y,z的目的地
minx,maxz下,maxx,
这个值定义该地区受到区域如果有一个产生影响。经纱触发该值是影响范围内也意味着如果一个球员进入该地区他将被传送。
复苏的区域时,并不意味着人们对该地区的影响没有。
字符串地名
这个值给一个名字place.重振旗鼓,允许称呼那些地区为例,从世界azria文件应该叫flaris复兴的区域)。如果结合PK值的话,那么你会传送到附近区域PK(PKnpc)。如果结合抛弃了价值,那么就不要考虑这地方来!这是一项错误或抛弃了的地方
使用这个名字的钥匙吗?
这个值是用来复兴区和寿,旧的价值观念,基于增大化现实技术面积并非用了…
公会战争的价值:
我不知道任何关于它们的使用…
PK:允许来定义一个复兴地方那是为了PK的球员
其他未知的:
从不找他们的用法
一些例子说明
respawn7例为原动机
respawn7对象为例
respawn7特殊背景对象为例
region3触发为例
region3 6 10 541.320496 138.516541 494.732971 0x0 200 1"" "" 0 0.000000 0.000000 0.000000 387 391 603 617"" 0 -1 -1 -1 -1 -1 -1 -1 -1 0 0 0
胆的价值的主要价值显示我们不得不采取care.我们有触发式、attribut类型或objectid(这里是一个终端和身份证),如果我们播放音乐。后来我们看到经纱区定义和影响范围内的扳机。这很简单,我不认为我有必要增加更多的评论
region3结构为例
region3 6 14 7621.727539 155.132492 4280.305176 0x0 11 0"" "" 0 0.000000 0.000000 0.000000 7612 4272 7628 4288"" 0 -1 -1 -1 -1 -1 -1 -1 -1 0 0 0
我不确切知道使用上的这个地区,但是我们可以看到在大胆的主要价值:式结构,位置的结构和结构类型(这里是一个地牢)
region3开始为例
region3 6 12 6971.984375 100.000000 3336.884277 0x0 0 0"" "" 0 4096.000000 0.000000 1024.000000 6960 3328 69793344 "" 0 -1 -1 -1 -1 -1 -1 -1 -1 0 0 0
这是简单的,那就给起步位置……,别忘了定值为warpx和warpz…不知道他们为什么存在,但别忘了他们…
region3复兴为例
你将3三格复兴的区域:
正常的复兴区域:
region3 6 13 3808.401123 59.000000 4455.150879 0x0 0 0"" "" 0 0.000000 0.000000 0.000000 3800 4444 3816 4460"darkon" 0 -1 -1 -1 -1 -1 -1 -1 -1 0 0 0
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PK revival region6 t) s) ~1 {$ I) R
region3 6 13 8258.552734 95.922882 2536.253906 0x0 0 0 """" 0 0.000000 0.000000 0.000000 8248 2528 8264 2544"saintmorning" 0 -1 -1 -1 -1 -1 -1 -1 -1 0 0 1
老地区嫌弃:
region3 6 13 7768.892090 107.453445 4100.373047 0x0 0 0"" "" 0 4096.000000 0.000000 1024.000000 7492 3723 79694272 "flaris" 1 -1 -1 -1 -1 -1 -1 -1 -10 0 0
大胆的价值是我们的主要兴趣他们给:位置的球员的名字,当复活的定义,说如果地区的复兴,终于抛弃了,如果是为了PK地区…
region3 attribut为例
region3 6 11 7399.125000 148.021820 4070.333984 0x4000 0 0"" "" 0 4096.000000 0.000000 1024.000000 7181 4011 75724250 "" 0 -1 -1 -1 -1 -1 -1 -1 -1 0 0 0
我们在这里展示价值大胆它的一个地区,attribut attribut(这里的危险的区域)的一些一些固定的值(总是相同的)x轴和Z最后的影响范围
原文
The following work is not mine it was from divinepunition:; w3 b, ^* Z1 h9 [

$ i, N6 ]; @0 f4 e0 P, T  W5 J; AIt wasn't suppoed to be released, but not my fault some people in his bad teamlike to have fun with his stuff.' A# n% h. ]  i6 O( H$ t( }
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What are region structures and what are there purpose ?
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RGN File contains some important informations for gameplay. Here you can defineall monsters/object/drop spawn but also define region attribut, like "safearea, no-flying and no-teleport area etc.
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You can also define music for each area and cutting maps into area to knowwhere you have to revive.% m2 v7 \! v( B$ `. b: j& a
You can also define some icone on your map to say to the player if they aresome dungeon, food shop, magic shop etc. in the area.
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So those file are the way to define each informations we want to give to anarea, it's really important.
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We can find 2 differents type of region content :
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Respawn7 : Define a spawn position
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In rgn file, line that start by "respawn7" are all informations aboutspawning something into the game.
( W6 p# Q: c3 h6 G3 ?" N3 a! QThe second value of the line correspond to the type of object we will spawn, itcould be one off those thing :: f# {3 s3 q% _- R$ A) Z* O

' o# T/ U8 R. j4 n7 M#define OT_OBJ 0 // Background object ' I2 \8 d; b. D( k- T
#define OT_ANI 1 // Annimation object 8 L  V2 k' j3 s0 s* X( D
#define OT_CTRL 2 // Special background object
' L# e, s& w7 o, T9 L- x7 h#define OT_SFX 3 // Special effects, object 9 V0 ?' w/ Q) [7 |- G; E
#define OT_ITEM 4 // Items
1 N& a+ J  m: @$ N# d1 l#define OT_MOVER 5 // Moving object
5 O0 W# {( j$ @& x! g# \#define OT_REGION 6 // Region (events, properties) !!! NOT DEFINE WITH RESPAWN7but with REGION3...
9 v# Y" Q7 u  Q4 ]+ R3 l# k: L#define OT_SHIP 7 // Non-process/ W1 a7 u% A) N3 a) z
#define OT_PATH 8 // Non-process =>try to use it to see if we can walk onexternal object take from another game
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  w! C4 q) ]6 J, X4 n+ |% d! PFor obvious reason we only see those object type : OT_CTRL(in dungeon) OT_ITEM(for permanent drop) and OT_MOVER (for movers but not NPC cause they are in theDYO file)) ~  K% N- v9 B! |# C* o  c

7 q9 t( `3 }" O, |6 @7 }Region3 : Define area attributs
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So line which start with "region3" allow to define specificity of anarea. Generally map a cutted by area where we could said if we want to playmusic on this area, allow some gameplay action or not, define to whichlodelight this area is connected in case of death, define an icone to determinewhat you can find there (shop, dungeon, town...)
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" J, [9 s7 E) m3 c- h) c$ `second value on the line is type of area, you can have those :  x( L9 s( [( R
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RI_TRIGGER 10 ( H1 y" `. t9 `4 x4 a" ^7 o3 c
RI_ATTRIBUTE 11 They define attribut of area (no-fly no shout no teleport aresome exemple5 l/ c5 O) f$ H; x) K/ q8 K
RI_BEGIN 12 Only one per game : it define the first spawn place of player* h3 D- Z8 W  \+ ?1 v( \7 Y
RI_REVIVAL 13 Those define revival region to link them to a revival place by isname
( _  A, H( F8 }RI_STRUCTURE 14 This allow to define on map with place it is, ex : dungeon,general shop..; U4 s3 T  p: A" b, f
RI_PLACE 15 Never see this one3 [* F6 v2 H! ~# ?
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Respawn7 region content and explanation7 p2 _1 }8 q. J+ A% y% Y
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OK here i will explain the different structures (well what i know) of respawn7 regionin detail :+ ]# V5 t+ O5 v( [7 g6 q4 @
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There are 2 different structure for respawn....depend of if it's a Specialbackground object or other...
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Drop or Mob structure3 J1 v7 f8 {) j5 Q; j

5 E) Y/ e6 q3 Y- M1 H+ whttp://img21.imageshack.us/i/respawn7.jpg' |8 W' ]& x6 ]
http://img21.imageshack.us/img21/6139/respawn7.th.jpg8 n9 l6 C9 O) J
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You will se here the main structure of those object.# O  W$ Q3 o+ Z5 x; Z
Note that you give a position wich will be the center of the area where theobject will be spawned.
9 ?  v* D; s! q! b) |! fXmin, Xmax, Zmin, Zmax define the area maxim where they can spawn
+ \* S* p2 K2 t# |" k6 B3 }angle is angle position when monster spawn, it should stay to 0.0000 if this isa mob that will move aleatory, or for questdrop.5 g( P; q( d1 i% E1 V6 D
Number of agro determine the number of mob wich will be agro in the groupdesinged by quantity value.3 z4 x0 x. [8 ^0 D
Respawn is the time in second before the next respawn.6 q  X. V% c$ E( D" P  }! {$ P
dwClass : to explain later...
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2 v) P( O; C5 r& A; C, g( ?Special background object structure
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Region3 content and explanation% s5 B' w1 {3 ^! n, t; I1 K
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Ok region3 line allow to add some attribut to area defined. Here the actualknown structure :1 H; Q1 ]* n5 i' U" S

! q8 q* \" B4 N4 g. ]http://img14.imageshack.us/i/structureregion.jpg/
( B0 r" i3 D& X$ Vhttp://img14.imageshack.us/img14/337...eregion.th.jpg/ W. P: l# n' m) `
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: i  Z3 L/ N& |& p+ g2 H8 X$ jOk here more thing about those options :, a4 |! G, g: ^

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Type
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RI_TRIGGER 10 / l' t& e# f2 ]
RI_ATTRIBUTE 11 They define attribut of area (no-fly no shout no teleport aresome exemple
1 x! {+ ]- k. F  y' zRI_BEGIN 12 Only one per game : it define the first spawn place of player
8 q- V! Z+ s. {9 r8 y; X  ~) w8 {8 J* ~RI_REVIVAL 13 Those define revival region to link them to a revival place by isname
. P" y  m' r  u( j1 z8 IRI_STRUCTURE 14 This allow to define on map with place it is, ex : dungeon,general shop..3 d" o4 ]: {3 x9 n6 \' \
RI_PLACE 15 Never see this one6 w6 V: L2 j0 f- {3 g& D
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Type is the type of region wich allow us what this region will define.
, l# i! K8 Z+ a8 FTriger are tha main used, trigger allow to place some event on an area likemusic, warpzone, title and subtitles
1 T  J3 [3 ]4 ^Attribut define attribut of an area. There is two attribut type (see attributpart) before 0x1000 it will be declared in a trigger, 0x1000 or more will bedeclared in an attribut region., r& I6 e7 F$ S7 X1 X/ v$ h
Begin, define where a player must start the game when it's a new player,actually we're using database defaut value but we could use this one. I thinkthat for the client we should put a start region anyway.
/ F! a9 @; ~8 x$ F+ XRevival reion define where player can revive xyz will be the place and the nameof the area will allow to call this area from world file2 }) i8 l* n6 r; p- ^. b/ K9 \
Structure seem to define some place and probably allow to show them on the map(like dungeon, market etc.)) m# f; f' [1 c6 ~  K8 _5 u

' t% G. T) m7 F' [6 J9 wPlace : i was thinking about old lodelight with pang that allow to resurrectyour player but not sure i need to check in an older version of flyff
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x,y,z
% T) \7 ~, d' F  uThose value show the center of an area, when this area define an attribut or astructure for exemple. But it's also the position where player can revive (whenregion type is equal to 13 (revive) )  X' y" O2 w+ d8 U9 G
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attribut- x. U  U7 F! b8 |+ P4 O

6 K$ j8 Z+ Y" uAttribut define some effect that could modify gameplay in an area. It's anhexadecimal value. Here the different value usable (you can combine more thanone value)8 w1 ]" T; @. ^; J* h# ?4 {
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RA_WORLD 0x00000001 : O# s2 L3 v2 o/ r5 [, S& M) h
RA_DUNGEON 0x00000002
# {, D$ i# N* h( T2 e0 L# Y2 L* DRA_NEWBIE 0x00000004
1 m2 ?7 v. U$ WRA_BEGIN 0x00000008
: S  I" m! [. ~& ], vRA_SAFETY 0x00000010 =>place where you can't be pk by someone 2 r% `, C% s7 Z1 O1 c3 I( C
RA_SHRINE 0x00000020 =>was used in an old function with pang that allow youto revive : _$ G/ F; l& z8 s+ T
RA_FIGHT 0x00000040 8 }0 `( V2 G* E; m1 V/ b
RA_INN 0x00000080
* ]8 f  W1 t  qRA_SIGHT 0x00000100
; y6 D8 V2 K. a  C$ d' |RA_DAMAGE 0x00000200
6 @* h( |$ U9 x! ERA_TOWN 0x00000400 define a town where monster are not supposed to go 4 Z7 }! h$ A3 i
RA_DAYLIGHT 0x00000800 & _# ^7 K) u7 T7 |8 R& c* O0 G6 n
RA_PK 0x00001000
" E* U. J' @  b/ H; r" z8 y/ G' MRA_OX 0x00002000 . v3 }3 m% B- B  e# [
RA_DANGER 0x00004000 9 U9 v9 `7 S. l& g
RA_NO_CHAT 0x00008000
  v# U1 n; V1 R9 wRA_NO_ATTACK 0x00010000 player can't attack
$ A" b. B7 o9 w! E# t7 A% J8 HRA_NO_DAMAGE 0x00020000 no damage are done here & \, G$ P8 v& o' r( h
RA_NO_SKILL 0x00040000 player can't use skill here 3 B/ a7 W* M8 v
RA_NO_ITEM 0x00080000 player can't use item
4 f' U" z# o% ~) P7 BRA_NO_TELEPORT 0x00100000 player can't teleport + o/ d$ ^4 i& S% u( C
RA_SCHOOL 0x00200000 + V) |7 V: E4 ?. L
RA_PENALTY_PK 0x00400000
4 q5 }0 Y5 g+ G0 _! e+ zRA_COLLECTING 0x00800000 player can collect item
: @7 E+ J+ O# D0 V( `& K
* j  b  Q/ X( @+ [7 @3 D* E& l' F! |( p2 R+ r" }/ p2 d9 P
for the moment i don't know much how to use them, we will need to test eachvalue. Note that you can combine value. For exemple a town safe = 0x410
% L9 {1 _6 |5 c' f4 M
; Z( R" g7 y% FObjectID
6 J) S& d& E: [; @, l/ o% A" Z; A: H9 n
This value define an ID most of the time it's the BGM ID but it can be astructure id when region type is equal to 14. here list of structures :4 s3 C$ Z$ m* k9 |& R$ `1 A
  y" y9 b; }+ M+ I3 F' U8 u
SRT_NONE 0
+ B! Q1 H9 f' C( ESRT_LODESTAR 1 4 \5 x3 S# T! w+ y2 H+ o( g$ j
SRT_LODELOGHT 2
0 W! k  {/ x- ]1 x3 M/ ^+ zSRT_STATION 3
- _+ a& w4 `1 t& SSRT_WEAPON 4& H6 b, G! b: W( N" v" I
SRT_SHIELD 5
. u/ n& v  E) Q: n, P9 O' w5 PSRT_FOOD 6+ N+ f; e" d2 O0 a
SRT_MAGIC 7
: x% b# H9 I8 c. c4 M2 m$ Y7 l7 ^& nSRT_GENERAL 8   w6 i8 c0 x: J
SRT_PUBLICOFFICE 9 $ `5 y) e, Y* |% e; e6 g0 i
SRT_QUESTOFFICE 10
1 ]/ _" n7 E8 f2 N1 T( [/ z$ USRT_DUNGEON 11. p  m& }8 L0 U6 u; }. J/ s- E7 G# s
SRT_BUCKLER 12) a) ]6 _" b, t$ [9 q( x& t
SRT_WARPZONE 131 E' ?6 ?) j8 y
+ f9 b7 V& e+ o% U& _0 c

" s6 w9 {9 j$ ]4 LThose structure value seem to define icone showed on the map but i'm not sosure ^^1 L( n  T2 p- \: \1 U, N! d% E3 ^
" r- h, g# j4 l$ x3 n; j4 _
Play music ?8 v0 C2 {6 I; U$ f3 T
When object id is a music this value equal to 1 so it should allow the music tobe played. To test for more information
1 r1 D$ l1 h: I( h; }" O+ `. l% x& A. @4 ^% B
two unknow string
4 }% @& t1 X* x* a; p" gnever seen them to be used, probably for older version
9 J4 f. s9 Z8 m$ T: h% h% P6 m8 [7 ]/ _
warpid,warpx,wapry,warpz# _5 o8 ^) ~6 y3 @

/ L: g& q- m" [9 ?0 wDefine destination of a warp (warps are declared by a trigger type of area) youhave mapid, x,y,z of the destination& a6 p( }0 R4 C4 \6 M

* H. O8 O$ i: t, ?# h  ?" n- {minx,minz,maxx,maxz
7 z4 D7 L) W8 A" k4 m5 W% h& _This values define the area affected by the area if there is an effect on it.For warp trigger this value is the area of effect too that mean if a playerenter into the area he will be teleported.) m3 g; G7 [7 }# \7 ~6 v
For revival area that doesn't mean that people in the area are affected no. * z- ?/ z1 t- l: K+ ]
0 T7 E4 j( x! u: Z
string "Placename"
3 ~: ]2 Q5 X. K
& [% C0 H- M9 H2 Q1 @1 @Thi value give a name to a revival place. that allow to call those area fromworld file (for exemple azria should call "flaris" revive area). Ifcombined with PK value, then you are teleporter to area for pk (near pk npc).If combined with abandonned value, then don't consider this area ! it's amistake or abandonned place
% `8 Q  P. @1 Q: c4 F. U
0 q; v) r; I; ?) f5 ~4 b7 k/ Quse the name as key ?
) H, B2 {2 y1 i. R% L
& e+ j2 X. R' P- J+ W. c: tThis value is used for revival area and sau that there ar old value so the areais not used anymore.... b4 |5 [" i  T/ X  C, K
8 k, c2 g4 F/ W$ Y
guild war value : : a2 G% k' W% M6 C0 L' p4 l- Y
* u; U/ m- n) U8 e5 x
I don't know anything about their usage...6 q$ i5 H# f0 C) n3 i# t- P

) l' V2 I0 e0 b1 C# d$ YPK: allow to define a revival place that is FOR PK player* @" @* ~* D0 D

4 W9 w9 n& Y" @0 vother unknown : - g& A* s8 B0 H3 C+ s4 y; V2 E+ S
2 _% p! r$ `, ^0 H8 [6 Q& f
Never seee their usage
4 B3 H$ X1 l" Z7 F6 t8 X- b/ X' m! |- P8 t7 D9 }2 y
Some example
' `% p! ~% N7 Q, a; A
  ?" v; I9 L2 k7 |/ v" \! {respawn7 exemple for mover
1 _& s2 l( P; Drespawn7 example for object
, d) n* {5 ^- h/ Q5 trespawn7 example for special background object7 i) M5 {. S' \: Y/ ?# L+ u" A
region3 trigger exemple0 p; s3 F# |8 a) \0 S* r
$ L5 V9 E% O" r+ f: x% f" _
region3 6 10 541.320496 138.516541 494.732971 0x0 200 1 """" 0 0.000000 0.000000 0.000000 387 391 603 617 "" 0 -1 -1 -1 -1 -1 -1 -1 -1 0 0 0& S( |# [' _  `; [' N& ?* V; k% T
% R- b4 M) Q. W& X
Bold value show the main value we have to take care. we have a "triggertype", attribut type or objectid (here a BGM id) and if we play the music.Later we see warp zone definition and area of effect of this trigger. It's verysimple i don't think i have to add more comment
  c9 K" K6 T. c* v/ k/ b$ b: D1 D- M/ G1 n2 R2 i- @
region3 structure exemple
. ^9 L* |- \8 Y9 Q; \0 J
: W9 S5 Q0 `) lregion3 6 14 7621.727539 155.132492 4280.305176 0x0 11 0 """" 0 0.000000 0.000000 0.000000 7612 4272 7628 4288 "" 0 -1-1 -1 -1 -1 -1 -1 -1 0 0 0
9 M; Z! k) e8 n' ]! X6 Q/ z
& Y& J, d9 a. x* \2 eI don't know for sure about the usage of this area but we can see in bold themain value : type "structure", position of the structure and structuretype (here a dungeon)
/ y' J9 k. u" n7 ]# r0 g" E8 b7 T  _% B4 [( z. ]6 i; K3 A% S7 N" R

5 G5 n$ R8 Q# F) e6 ^$ Fregion3 begin exemple
! Z9 r1 H* h: }/ ~- r/ k4 q( ~3 X0 a$ L6 v2 W8 I# k3 H, x( ^
region3 6 12 6971.984375 100.000000 3336.884277 0x0 0 0 """" 0 4096.000000 0.000000 1024.000000 6960 3328 6979 3344"" 0 -1 -1 -1 -1 -1 -1 -1 -1 0 0 0 $ p- V/ ~& W3 K5 y( D% f
4 X, Q) Y0 x8 Z$ E
Well it's simple, that give start position...don't forget the fixed value forwarpx and warpz...don't know why they are there but don't forget them...7 w, J& {& [% ^- ?  ]9 ~# w5 u0 i
* O" @6 [& H- @) x5 u3 z
region3 revival exemple
* T6 `# p+ C5 q5 j8 q3 [* m' m3 w2 `: S* a
You will 3 the 3 case of revival region :; G7 H0 v- f) p3 V& q( F

9 {: X' A" Q; r: j: i& C4 _Normal revival region :+ c) M- a  |5 Z1 D3 b4 b
9 c$ T- _% H" W. R2 a9 z; c# U' `
region3 6 13 3808.401123 59.000000 4455.150879 0x0 0 0 """" 0 0.000000 0.000000 0.000000 3800 4444 3816 4460"darkon" 0 -1 -1 -1 -1 -1 -1 -1 -1 0 0 0 $ |& V0 G/ R: o

! l, @! s) Q. f5 a* nPK revival region8 D0 [4 H( @9 O% c  u
region3 6 13 8258.552734 95.922882 2536.253906 0x0 0 0 """" 0 0.000000 0.000000 0.000000 8248 2528 8264 2544"saintmorning" 0 -1 -1 -1 -1 -1 -1 -1 -1 0 0 1 + b& M7 l4 S& {
/ q* F! k( i# d) S# K" Y$ m
and old region abandonned :, l2 A1 a$ m- n3 o  m
# x% V6 |( k% u! R2 m2 o, A% F5 T
region3 6 13 7768.892090 107.453445 4100.373047 0x0 0 0 """" 0 4096.000000 0.000000 1024.000000 7492 3723 7969 4272"flaris" 1 -1 -1 -1 -1 -1 -1 -1 -1 0 0 0
7 |) q; P! z; a; L6 J
! W9 Q# G, J5 |3 Abold value are our main interest they give : position of the player whenresurrect, define area name and say if it's abandonned and finaly if therevival region is for PK...* ^& b1 a7 T: E9 \+ @. |

0 @# l# U3 ?) M" Z' `region3 attribut exemple2 {& {* D. d, d+ ]( v9 s$ B

0 o5 R7 E/ H. }+ }- H. r: qregion3 6 11 7399.125000 148.021820 4070.333984 0x4000 0 0 """" 0 4096.000000 0.000000 1024.000000 7181 4011 7572 4250"" 0 -1 -1 -1 -1 -1 -1 -1 -1 0 0 0
1 f5 u3 @, W) R) h; _
- `* H4 Q! F9 Y$ i( a* ^1 PValue in bold here show us that it's a region for attribut, the attribut value(here a "danger" area) some some fixed value (always the same) for xand Z... And finally area of effect

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