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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

* W2 {$ D9 ?+ }# S# G( ~readme.txt9 k: S4 R. ^) s
修改软件:dyoManager.exe1 v* o. Y$ s! f1 n! t& H% Y* b5 `) q

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-Info-
# P* \6 ^) [! _# s/ l3 V% d6 A$ H9 @5 @5 @
Name: dyoManager2 Z1 S, a) v2 M
Author: Kimmy Andersson: E. u" B5 y1 k5 G

. Z5 w* X; d& ?- s! K9 K7 XCredits:/ B1 N, W5 G1 ]9 P- [* W9 J
Xadet1 {, t0 l5 M5 r0 B7 L! O# B7 {

9 E! o7 o/ {" o! YThis version is FULLY functional and is GUI based.& ?- b8 y  n1 w7 E

. j2 r8 @* O7 Z3 [5 i* P2 C, P--------------------------------------------
! ?1 ?* D# ~, v% h' f5 x* e' H2 U( v4 Y  Y& p/ ^: ]* ]
-Usage-2 _- K3 h$ z( {- L2 l5 `6 \

. p  y& @* k! R' ?2 ?The usage is EXTREMELY simple.
8 B$ D: j" ~6 R, |Open the DYO file, edit it, save.. U8 ~' o9 M2 t
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--------------------------------------------  Z  D, y8 [7 h3 |7 C: p5 M- Z( O

  h1 r  K: ^- y2 G5 }$ O, H-Explanation-6 O7 w4 E( @, `# n
Let's take a look at the first block(this could be different on yours):% q5 o, O/ ~; x

+ e- f8 Z1 N) F, D2 f5               对象类型(NPC为5)* i( t9 X6 A( @" }" @: n
179.9087        NPC方向
. ^  n' K6 Q8 v6 H7 M* ?' e1 Z+ z0               下面3个为xyz轴角度一般为0
1 N" }8 s7 P) J- i3 q; D8 K4 @# |07 ?2 d7 T6 x/ q, `  r; O0 O
0
7 E& u. q# O/ w& v/ J! u# F0 r3344.027        标识NPC位置的xyz坐标: B" r. G5 v: `( ~4 W/ f* v
146.9564        Y是高度  ?+ [, O  [7 R3 Z5 K. {  @
2071.1
5 g  q# M- t8 A) `& R2 N. d0 d1               下面是xyz的比例7 X6 [% N- p, X! B
1- x( f3 v. R5 x2 m( X/ m% j. N
1
4 ^! B; K% q* R7 U! j, B5               设置AI(NPC为5)1 E! G% s( i; F: C4 J5 S% m! ~# N
234             模型ID; c3 T/ M( c3 Q5 S8 {
-1              未知(NPC设为-1)% A" Y9 A7 Z6 `* H( o/ d
0               来自AI类型:0是不可动、中立
) c- j( n) s4 F9 Z. L( y2               未知(NPC设为2)8 @# r4 r% S. J6 T8 J
MaDa_Boneper    NPC名字(character.inc可以查看修改)' h# X2 l. i7 H5 f7 P
1               下面两个未知第一个设置为1第二个为0, j: X- d- \1 e0 M4 [
0; _8 o6 _( o2 O: a1 _: \
--------------- 分隔线必须有
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. p2 U/ t6 H) E. |5 Q9 \8 {So the first part that says 5 is object type.% W( S) R, W: |
5 is mover(NPC/MOB).
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- F: @8 u) f, ]0 j& v0 rThe second part is the Y Rotation Angle.
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6 Z7 x- c* u0 h8 g* g4 {: e0 rThe next three parts are the XYZ Axis Angles.; s1 ]. a3 U- y" [# t, ^0 R+ Y
These are usually left blank.9 Z- s$ ?* q9 n( c; d$ W1 Y& q( Q

1 d1 b/ f9 a4 W9 v9 iNext three parts after Angles are Position XYZ.! Q: e) f( `5 h8 o7 z4 r) B# [3 l
Keep in mind that Y is height instead of Z.6 V3 T; z# ^$ }& c- y

  V: J2 \6 L# {, ?  m8 uNext three parts after Position is XYZ scale.
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- ]; Z* A, P- ]Next is Set AI.4 ^" m" Y: \. I9 U% E4 ~9 B
NPCs are set as Pet which is 5.
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- F7 m( u+ \$ s$ z, P% k' iAfter that comes Model ID.
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Next is an unknown int that when on NPCs is set to -1.6 X$ _0 X1 a/ `- v

7 p1 e5 g% H; V; n$ |# OAfter that comes AI Type where 0 is non-moving, neutral.
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, d) e" Z. v6 B/ B5 `Next is another unknown which is set to 2 on NPCs.
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. I3 o$ t! k: J& C3 _% hNext is the name of the NPC.
2 Z0 Y* y  m4 J' r  w) s- KTo see what name an NPC has, you can check either in character.inc or the dialog files.# T1 {/ J; h5 t" Q

$ p3 e4 G$ S$ f  @1 D6 rNext 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!
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--------------------------------------------
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) a2 F' |7 {7 b2 P-Shortcuts-
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While editing inside the textbox, you can either right-click or press any of these keys to get
% I2 r$ S9 X* F7 F  O! Z# l# edesired function:
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/ m0 f/ T5 q% u! u4 ]( j7 I. PCtrl+F = Find- [8 x; f: n2 @8 Q" \! T( z2 D! g
Ctrl+H = Replace) M/ ^: @+ d% \: C/ `/ K: T# p
Ctrl+A = Select All
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9 h1 F6 Q4 Z- F5 g0 z1 Z0 P3 |/ j# m. Q--------------------------------------------  B2 M% f3 T0 S7 F3 r

- L4 A' M; P2 P' s6 N# z-ChangeLog-
7 f1 C3 a# P1 {' S( a. A  T" e! f( x0 Q" ~
1.1 - Initial Release.2 k8 y$ y. z* Q/ n, D' E3 _
1.2 - Added options for search, select and replace., v! W  H3 |; t  `* I- S
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--------------------------------------------' r; _& T' \( O2 J- ~5 m  k$ Q
4 ~& [  e8 q+ }
Thank you for reading and downloading!
7 h  Z* J$ G9 ^- \6 y* @# DPlease comment all the bugs you can find.: x4 S0 N9 h9 b! H
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--------------------------------------------
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6 ~/ P% v. ~, I9 H% vProof and a little preview of what you can accomplish:
2 g; P( g4 W2 `: \# s' f: Ghttp://www.swegrafix.net/upload/files/leafevent.png
. X- I' W# G) w/ A$ z  s4 K  A(Old-school players will recognize this)3 Z# Z- K7 |" C  K0 N! a0 Z
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