| 首先了解添加飞剑飞盾需要修改什么文件 (飞剑飞盾模型自行下载,飞盾无需添加图标,因为他的图标是75级盾 已经有了)/ {) j1 y$ Q! P9 u) A9 p. ]: U+ ?* W5 [+ l( ~8 Y2 o: O4 _5 i, MdefineItem.h3 i( M9 \. L2 N4 f6 j! }- `6 ?! G
 5 i$ E8 M! M4 P. }mdlDyna.inc/ o, L2 K0 L, r! a" m6 {$s4 c3 m6 c  z9 b) l5 \4 ^7 h* h! F0 l, K7 w/ f
 propItem.txt
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 5 V. ]$ a" {" w. dmodel目录添加o3d模型文件  V+ t8 a1 [* c# K) X3 R! I( }# I! Q8 f( s  E  Y" l: [
 model目录Texture、TextureLow、TextureMid目录下添加dds皮肤文件
 / O' i+ Q0 d# B" `/ X3 _7 ]  k4 a# S$ ~5 a6 OItem目录添加dds图标文件
 / S( T6 E# @! n% r; O. y5 i( O, g) Z" p! f* m+ v+ t# g解释一下 Texture、TextureLow、TextureMid 3个文件夹的作用,分别为模型质量[高 中 低](其实我觉得飞飞就是在这里挺J8浪费资源的 ) & N* Q! m9 S; f; b+ f3 j- {8 Q* p0 s3 U. ~, D
 
 : ?9 H" r$ _. v0 o5 P( `2 A" u2 |( q& I" t) e# k+ adefineItem.h定义物品ID2 J9 [3 [8 J, I0 x& W# d/ r
 4 E  o% L: n+ m) WmdlDyna.inc定义物品模型/ S! B5 t0 A+ D; E% @
 7 a- Q  Q- {! k/ A7 Y2 x: q) xpropItem.txt定义物品数据
 $ M: m( \* k/ C* I8 V4 I" `2 v4 X' w5 q) ]8 n  P5 upropItem.txt.txt对应的物品名称% ~0 b: B5 q4 a- m2 ~' d5 P/ ?# P' A. D1 h* K
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 ( H& `# f. P) @# I服务端不要放皮肤文件,只需要放模型文件到Model文件夹下
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 5 w7 l/ g0 o9 E1 u; }! v好我们来开始添加飞剑飞盾( O* j7 T9 F- Z
 . J  ~" T3 B; O1 j( ?2i5 \打开propitem.txt.txt 单独添加& q) I! {8 B. _! @" R/ r3 b, g  r' O& u5 n- @
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 单独添加0 O- b' p: H$ ?
 ) G, H' Z! e# |1 m* W, TIDS_PROPITEM_TXT_FFSTART1冰晶飞盾" Y- ]9 S* p( }* `0 {3 V9 i% Y" _& P3 @" U8 F* R
 IDS_PROPITEM_TXT_FFSTART2 据说是一个著名的铁匠,花了三年时间,终于将冰晶盾牌改装成了飞行器,虽然看起来有些笨重,但是也是一个很不错的点子。% a( W# Z4 b  X9 s; i%f$ q# f5 k/ |& u2 M  L* Q/ N. f0 Z
 IDS_PROPITEM_TXT_FFSTART3 飞剑$ [8 {8 m/ v9 f6 w% ?! T; \% v3 H  Z
 . y5 C$ p' F4 @) N; z3 nIDS_PROPITEM_TXT_FFSTART4一把可以飞行的剑,来自异界的神秘飞行器材。% K3 V& g! S9 s# m! i
 * |! e. F! E( l4 v' b& K. s$ AFFSTART部分随便改,但是要保证能和propitem.txt照应
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 1 ]6 \( j( r: M. P下面说propitem.txt " L! y. `) W) _
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 9 r7 q* F/ y6 Y- u, j7 b; q3 `4 [7 _; F* [7 B4 P8 ^6II_RID_RID_BOR_FEIDUN IDS_PROPITEM_TXT_FFSTART1 1 1 IK1_RIDE IK2_RIDINGIK3_BOARD = TRUE = = 4 = = = = = PARTS_RIDE = 0 = = 15 = = 1 = = = = = _NONE 0= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = == 2500 = = = XI_FLIGHT_READY = = = = MTI_FSTAND1_B = = = = = = = = = = = = = 00 0 0 0 0 = = = = = 0.00406 0.76 1.8 1 3000 12 = = = = ="""itm_ArmShiLucid.dds""" 0"""""" IDS_PROPITEM_TXT_FFSTART2
 $ u* K8 @( @. q6 M8 f! u# n- q* m' c; w# h0 H% k6II_RID_RID_BOR_FEIJIAN IDS_PROPITEM_TXT_FFSTART3 1 1 IK1_RIDE IK2_RIDINGIK3_BOARD = TRUE = = 4 = = = = = PARTS_RIDE = 0 = = 15 = = 1 = = = = = _NONE 0= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = == 2500 = = = XI_FLIGHT_READY = = = = MTI_FSTAND1_B = = = = = = = = = = = = = 00 0 0 0 0 = = = = = 0.00406 0.76 1.8 1 3000 12 = = = = ="""Item_RidRidBoaFlySword.dds""" 0 """"""IDS_PROPITEM_TXT_FFSTART4 / A! a( f7 L: k, G$ O! _! o
 $ K# i- v2 X0 E, `, w( U9 g7 a, P# S!M$ u然后到mdlDyna.inc定义物品模型了! m5 U& {0 ?! r& ~$ Q- M5 T
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 * ]# {4 ^$ p/ d; ~//飞盾
 & s% j, H! c6 i6 Y7 Y$ _% L; Y/ |- M6 ^$ [% `  "RidRidBoaLucid"            II_RID_RID_BOR_FEIDUN  MODELTYPE_MESH ""0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 1
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 3 o. l+ S3 I% g  "RidRidBoaFlySword"            II_RID_RID_BOR_FEIJIAN  MODELTYPE_ANIMATED_MESH"" 0  MD_NEAR 0  1.0f 0 1 ATEX_NONE 1
 ! g; v8 K6 f% j/ c5 P9 w/ |. C% w% u" `这个一定要找相同种类的位置添加,以免妨碍到其他数据" J' _: ^) r: E+ C' ?/ ^, |
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 1 q0 r' h) `: C- a( X# i1 Z! b' a) Y& n4 Z7 P该定义物品ID了,打开defineitem.h添加# L: c5 ?  c, l4 E/ m) s5 c, B2 u0 v! ]  p2 \2 ?0 Z
 //飞盾7 j* w* D4 U! h+ x* I9 y4 c+ E: i8 X! r
 #define II_RID_RID_BOR_FEIDUN  2; E  `& f' t5 U' I5 E' D; I, H4 @7 R4 D+ ?7 _/ b
 //飞剑
 3 J! e! z) m# ?2 ~( M7 a! n6 D/ V) d) d) ~#defineII_RID_RID_BOR_FEIJIAN  1也就是说/ci1是飞剑 /ci 2是飞盾了
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 到这里已经结束了,一定要记得 服务端和客户端文件同步!+ h3 S8 |- o! Z& G4 [
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