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readme.txt
( N& J% h* g6 `% s) {修改软件:dyoManager.exe
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& R8 T* H' t! s6 l. w1 l-Info-; K6 H% w/ q) I( T r$ A
5 [5 w1 \! K, Y1 @* I5 v$ TName: dyoManager; u3 i( g. M' W1 m
Author: Kimmy Andersson
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Credits:8 |: z- c" J- z. L% W; _9 C
Xadet
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0 e7 C8 V6 e' L& l! B8 IThis version is FULLY functional and is GUI based.
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+ {8 u; b, ?/ t. N. R" [) c-Usage-6 Q4 y+ c( b8 {5 O. x! x( }4 W
' T' j& k) e6 x: l5 b, W) @9 HThe usage is EXTREMELY simple.
; j9 R7 B# z M8 b bOpen the DYO file, edit it, save.0 J4 @( [. c& N: j! ~
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2 V8 c! Q* ?$ Z-Explanation-/ `/ d) s. F2 y; x
Let's take a look at the first block(this could be different on yours):' ^$ e) W# b/ d. q7 g& u
! A6 l# Z+ W* Y$ f5 对象类型(NPC为5)/ S) |! U; B; f5 `
179.9087 NPC方向
8 r: t" O4 n) k: M. D0 下面3个为xyz轴角度一般为0* ?/ z# h; f) |/ y- u
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+ \& m" Y) ^: i+ {9 O3344.027 标识NPC位置的xyz坐标, g9 k* w& P, v V- T- U
146.9564 Y是高度4 k. D; q/ P0 j+ K ~
2071.1
7 X! l, {0 B. n1 下面是xyz的比例
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: j2 O7 C! e& m& p2 |5 设置AI(NPC为5)
7 Q: d1 j6 c5 j; I# ]6 ^/ f234 模型ID; R% M8 B h+ F
-1 未知(NPC设为-1)
9 h6 ^- l v4 ^' r0 来自AI类型:0是不可动、中立+ j- s( J' p8 x* n4 W0 Q
2 未知(NPC设为2)5 F& V. ~9 b# K# @
MaDa_Boneper NPC名字(character.inc可以查看修改)7 L+ \( J, E5 d) W$ F! Z% L! i( l
1 下面两个未知第一个设置为1第二个为04 t; k* N6 J1 p8 t
0
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So the first part that says 5 is object type.2 \; |( J7 b# u& F: ~
5 is mover(NPC/MOB).% l7 U. \+ y% w
+ C4 z% G& s0 G: w+ C- EThe second part is the Y Rotation Angle.
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8 }" I* _) ]4 N! j1 DThe next three parts are the XYZ Axis Angles.; U; F0 P0 ^) @; J
These are usually left blank.
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2 o: N# b+ b0 z) G- GNext three parts after Angles are Position XYZ.9 K- w! o! T* j, \& J- J
Keep in mind that Y is height instead of Z. p r/ f' Y- q- O( F X
3 {, U$ t9 P* MNext three parts after Position is XYZ scale.
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Next is Set AI.% L8 h! j/ h+ A
NPCs are set as Pet which is 5.
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% Z$ a$ n" C& m6 R9 n7 D. {( Z- D, AAfter that comes Model ID.+ X/ E3 K& `/ J5 a$ Q2 U$ g7 F$ b
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Next is an unknown int that when on NPCs is set to -1.
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8 K( y- f) Y4 \7 N7 t7 AAfter that comes AI Type where 0 is non-moving, neutral.8 s3 q* \, g3 {$ Z9 C! D/ g
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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.
6 e N; c9 j5 t2 wTo see what name an NPC has, you can check either in character.inc or the dialog files.6 a( N' h/ B, c. M
& z$ e' _! n+ I# E% U7 d+ p6 wNext 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.
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NOTE! The last line of the the whole thing MUST be a object type which is set to -1!0 E- o; g' z {, _) E8 T) N
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' L: n4 h c/ e* O2 b-Shortcuts-
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While editing inside the textbox, you can either right-click or press any of these keys to get3 [0 y) Y" t! z% w
desired function:1 n! X, I' |7 D' }4 v3 q
: V9 G/ A6 p. a, J- R3 G5 ZCtrl+F = Find
5 ~( t4 `7 C: i' g2 S9 XCtrl+H = Replace
( V0 k! M F; {& N e4 U* h( gCtrl+A = Select All
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-ChangeLog-) W/ S' X; M$ d' ?) U
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1.1 - Initial Release.! r/ f, d5 O; D5 F7 k" h$ \" f
1.2 - Added options for search, select and replace.3 s/ F$ t, {! N: |
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8 E8 S6 c4 e0 ]6 C: Y, eThank you for reading and downloading!/ L& c4 f% L/ Q7 m! Y% h1 m4 K5 j
Please comment all the bugs you can find.
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Proof and a little preview of what you can accomplish:* \+ ]1 Z' k# |) l3 b$ D0 b% W' s) l# _
http://www.swegrafix.net/upload/files/leafevent.png
( Z% ^- m G* }! |/ S8 x(Old-school players will recognize this)
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