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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
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readme.txt& L( b6 J! M5 D8 Q, Y
修改软件:dyoManager.exe, Z. N& e& g3 n+ K& h8 o3 W5 S5 o
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0 g: x/ `3 @& I" q' Q- E-Info-% m/ s% V/ J( d3 p  q# _$ N

+ g. \) j! o* r, C" e+ |: OName: dyoManager7 Q1 F! s: i4 v( u+ O  `0 p/ o9 O
Author: Kimmy Andersson+ Z' Y6 S- D9 L4 x
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Credits:; F0 o6 C/ A& \/ Q
Xadet( h1 W. s  d! `$ c; S& G

4 D, t8 N2 W/ b  {This version is FULLY functional and is GUI based.
5 `) n1 d! O6 B. F6 u4 i
% H$ f$ ?" o- V3 Y" c# `, s: a1 B5 o--------------------------------------------0 W2 ^9 x: z8 C- s

6 O) e/ V/ `- g. d8 O9 x-Usage-: }% {3 y" v" A1 h4 w
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The usage is EXTREMELY simple." M3 [$ b* P" F( ?) s) V- Y0 T
Open the DYO file, edit it, save.& j  f+ H) @# i, K/ }% ?9 L

' w/ c9 n) j& n% @  Z* F2 ^--------------------------------------------
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$ ^) @4 h" |3 t4 H-Explanation-
) M5 p; |' P: B3 D! \" [) N0 [$ F4 ^Let's take a look at the first block(this could be different on yours):5 K  I- G0 B% Y0 j' ?

8 d5 Q" c; H% Z/ p4 N5               对象类型(NPC为5)
, L- e$ }% X, u- c9 a8 x179.9087        NPC方向
2 W3 X- o- M5 B% h1 S0 W3 K: E0               下面3个为xyz轴角度一般为0( ~% ^5 l5 }7 D8 ?* u, y+ S5 a
08 [* e# o9 y9 ~' l
0
1 ?6 _& t! Z" ~2 f8 i3344.027        标识NPC位置的xyz坐标6 o$ @3 n7 p! d6 _
146.9564        Y是高度$ m- Y* q4 k6 @9 |( l$ s
2071.1
3 V) P* ^3 r5 A+ ?$ b2 J7 K  O4 U1               下面是xyz的比例
, b& X, ^8 e7 j! `1 e1' N/ W" [, ?5 e
1
7 ^! }7 \: J, o& N8 K5 B, \5               设置AI(NPC为5): c! B( W+ ?" ~0 p
234             模型ID
% p! Y. m7 V8 D& g% C-1              未知(NPC设为-1)
& y: `* _4 Q: i# M0               来自AI类型:0是不可动、中立" K3 w7 }+ j( J1 b9 g% O  w! P
2               未知(NPC设为2)0 u( e8 Z: W! K! g7 x+ J) R
MaDa_Boneper    NPC名字(character.inc可以查看修改)
0 W7 h! w, e3 ^6 b& O1               下面两个未知第一个设置为1第二个为0
2 |' }( g2 k" t0
0 z. D9 j1 D) S--------------- 分隔线必须有% n! e. Z* q/ u0 ~# M/ i/ n) }0 i* n

# P6 u; ^- r1 l9 o7 ZSo the first part that says 5 is object type.2 l2 i  ^. j$ B
5 is mover(NPC/MOB).+ [8 a) S$ `* h$ {/ S
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The second part is the Y Rotation Angle.
# v$ T( E* u4 Z$ I+ n5 Y# l9 p4 \& ^
4 L: v4 D8 q3 j# z' `( {7 K4 WThe next three parts are the XYZ Axis Angles.* ^8 i/ t& x  |& m& U7 l
These are usually left blank.
/ E4 z" |( x4 ], B! q5 u; s! ]
1 \: R% k; `% B& o! ]* c8 Z: a# [Next three parts after Angles are Position XYZ.
6 Y, j! d% ]. ?5 Z+ a# mKeep in mind that Y is height instead of Z.. w6 X1 }) U3 N" C
+ e- `- Q. ?% B) Q) L$ M7 |+ p
Next three parts after Position is XYZ scale.3 L  Z$ e5 k4 E/ w$ [/ t; o4 R

0 @# T/ R; [9 p, oNext is Set AI.3 x% F& ~1 `1 g
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.' \0 u4 y, L5 Y3 j2 {

! `; Y9 k1 I0 Y" h4 E! j- Y0 kAfter 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.- j- i) Q: ]3 j$ \$ u% F
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Next is the name of the NPC.; g; I' W' b2 g% x
To see what name an NPC has, you can check either in character.inc or the dialog files.
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Next two are unknowns where the first is set to 1 and the second to 2 on NPCs.4 F/ G3 G% F1 [- q

2 @( `' L7 Q, }! ~: dLast is a separator necessary for the writer.7 ^' ^- t& s% }% a, s7 k* ~

7 G9 v% R/ y+ N/ B% \" yNOTE! The last line of the the whole thing MUST be a object type which is set to -1!
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--------------------------------------------
# R' \- z% c" c) }0 v; d5 h1 i, h) i5 \! @7 }5 V9 V
-Shortcuts-
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While editing inside the textbox, you can either right-click or press any of these keys to get
3 h& T" f: T: q: N8 kdesired function:# Z7 Z4 j5 M( u* C  G2 |( O% G
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Ctrl+F = Find7 d, X4 c+ M5 _  K
Ctrl+H = Replace
. P+ W% k, k0 t  q# U+ K, U; F- Z7 m! E: uCtrl+A = Select All
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--------------------------------------------* @" i" u; P) D2 j, D
" s- C% o( C- `; c+ m" R7 q
-ChangeLog-
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1.1 - Initial Release.
& i- O! ^* N7 E! Y1.2 - Added options for search, select and replace.
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--------------------------------------------4 S8 h1 P" W1 |/ a2 t

8 l* U# n/ |# S6 |Thank you for reading and downloading!
; s' r7 @4 i' Q9 |. R/ PPlease comment all the bugs you can find.( M6 C2 f# r' ?& `. R: v3 p3 _6 S. s
, ^8 o! K3 M1 Y& ~2 a; W
--------------------------------------------
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; W$ r' f: j1 L# k# r3 ?' HProof and a little preview of what you can accomplish:
4 u  `# z* D0 c* d4 q* Khttp://www.swegrafix.net/upload/files/leafevent.png/ m8 l  i" [6 z6 p4 f( q% ~3 A. r
(Old-school players will recognize this)$ R) g! A1 M/ z% y" T

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