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dyoManager

0xC0FFEE
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-Info-

Name: dyoManager
Author: Kimmy Andersson

Credits:
Xadet

This version is FULLY functional and is GUI based.
Now got support for

--------------------------------------------

-Usage-

The usage is EXTREMELY simple.
Open the DYO file, edit it, save.

--------------------------------------------

-Explanation-
Let's take a look at the first block(this could be different on yours):
Code:
[CODE]5
179.9087
0
0
0
3344.027
146.9564
2071.1
1
1
1
5
234
-1
0
2
MaDa_Boneper
1
0
---------------
So the first part that says 5 is object type.
5 is mover(NPC/MOB).

The second part is the Y Rotation Angle.

The next three parts are the XYZ Axis Angles.
These are usually left blank.

Next three parts after Angles are Position XYZ.
Keep in mind that Y is height instead of Z.

Next three parts after Position is XYZ scale.

Next is Set AI.
NPCs are set as Pet which is 5.

After that comes Model ID.

Next is an unknown int that when on NPCs is set to -1.

After that comes AI Type where 0 is non-moving, neutral.

Next is another unknown which is set to 2 on NPCs.

Next is the name of the NPC.
To see what name an NPC has, you can check either in character.inc or the dialog files.

Next two are unknowns where the first is set to 1 and the second to 2 on NPCs.

Last is a separator necessary for the writer.

NOTE! The last line of the the whole thing MUST be a object type which is set to -1![/CODE]

--------------------------------------------

Download:

1.2:


1.1:


--------------------------------------------

-DYO Writing-

Source Code:


--------------------------------------------

-Shortcuts-

While editing inside the textbox, you can either right-click or press any of these keys to get
desired function:

Ctrl+F = Find
Ctrl+H = Replace
Ctrl+A = Select All

--------------------------------------------

-ChangeLog-

1.1 - Initial Release.
1.2 - Added options for search, select and more.
1.2 - Icon added.

--------------------------------------------

Thank you for reading and downloading!
Please comment all the bugs you can find.

--------------------------------------------

Proof and a little preview of what you can accomplish:

(Old-school players will recognize this)
 
Last edited:
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Re: dyoWriter

Thank you divine. :D Glad you like it. ^^
Also, source released!!!
 
Junior Spellweaver
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Re: dyoWriter

thank you very much and what is y rotation?
 
Junior Spellweaver
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Re: dyoWriter

thank you very much and what is y rotation?
Lol, it's height, wich means how high the npc should stay of the ground..

@spik
Nice work menz.

@others

At the end of the file, place a "-1", wich means that's the end of the file.

Like(last npc in the file):
Code:
5
182.3831
0
0
0
6959.434
100
3211.789
1
1
1
5
212
-1
0
2
MaFl_AutumnEvent04
1
0
---------------
-1
 
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Re: dyoWriter

Lol, it's height, wich means how high the npc should stay of the ground..
Wrong, Y rotation specifies which way the NPC is facing. ^^

And yeah, thanks for clearing up that other stuff. ^^
 
Junior Spellweaver
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Re: dyoWriter

how i can know the y rotation on the game??
like i standing like this and how i can know my y rotation??
 
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Re: dyoWriter

I'm not sure. But what you could do is experiment to get the desired rotation.
I think it goes from 0 to 360. ^^
 
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Re: dyoWriter

Wow I can't seem to find out where the BuffPang/Beginner Supporter is I tried both with space without space. Think anyone can help me out on this?
 
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Re: dyoWriter

He's called MaFl_Helper. ^^ Have a good time! :D
 
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Re: dyoWriter

No i haven't tested, like i said i have mine but, if i'm congrate you it's because you have made this tool by yourself no like some leecher's... Yso yeah you have done a good job for this.
I can criticize people who cry for a tool, but i'm alse recognize other's effort and congrat them :p

Y rotation is in fact angle value ! You can see angle value on the right of the x,y,z position in game when you open the GM debug windows.
 
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Junior Spellweaver
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Re: dyoWriter

i have problem when i add new npcs all other npcs alot of tham are deleted from the game why?
 
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Re: dyoWriter

Follow the guide.
You have to have the full file dumped from the reader first.
Then add your spawns inside of that file.
Then you convert it back to DYO. ^^

Thanks Divine. :)
Just trying to help the community a bit.
Started with C# this week, so I don't have much experience, but I really like it. :D

Also!
I'm writing a GUI frontend for the writer and reader as we speak!
 
Junior Spellweaver
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Re: dyoWriter

i follow the guide in the end its say to me sucssesful too here my file if you can say to me whats wrong in this:

i add new MaFl_Helper
just do Alt+f and find the last one
and i test with a reader when i try to read the file after i editer the dyo.log only 51kb i deleted the log and try with the original with the original before edited 113kb
after i edited its delete alot of npcs
in darkon all in saint morning have 2 npcs or 1!!
in flaris have all
edit:
so the this writer its only for flaris because after we edit its save only flaris npcs
and the others just get jibrsh write not dyo at all because that all the npcs in saint/darkon disappear
edit2:
ok Found The Problem Bro Your DyoWriter/Reader Not Can Take So Much Npcs he give me All But After Edit And Convert To Dyo Back He not Deleted The Position Of The Npcs Or The Npcs He do jibrish stuff on the position on the ai on all!! so only flaris and some npcs from saint morning he can take
 
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Re: dyoWriter

Yeah, i found flaws in both the reader and the writer so I will have to rewrite the once again. -.-
Hold on.
 
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Re: dyoWriter

Thank you for this release, i'll wait for the fix.
 
0xC0FFEE
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Re: dyoWriter

Probably won't have it up for this week, but in the meantime.
Glaphan, please move this to the dev section. :)
 
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Re: dyoWriter

Haven't looked at the file yet, but thanks.
 
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