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+ ?
b c% l3 m9 BdefineItem.h
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W* i- ^1 L2 w* z3 F! _propItem.txt
5 E* G1 }3 x$ j) K# V ^* [& M1 Z' x5 ^6 MpropItem.txt.txt7 G1 Q9 a& d3 q8 ^; {; O% U
% f3 M' d) b+ l# G9 u# ]model目录添加o3d模型文件 V+ t8 a1 [* c# K) X3 R! I( }# I! Q
" o j A- H9 lmodel目录Texture、TextureLow、TextureMid目录下添加dds皮肤文件6 P4 z" w9 q" `
k4 a# S$ ~5 a6 OItem目录添加dds图标文件7 k# }" W6 G m0 h% ]
, 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, s2 o) ~' t9 `, p* b2 Z, q/ X
" |: H8 a5 ]4 |; y# W" u2 |( q& I" t) e# k+ adefineItem.h定义物品ID
; y0 S1 Q, i; ^4 E o% L: n+ m) WmdlDyna.inc定义物品模型/ S! B5 t0 A+ D; E% @
) b0 w4 x; v: P+ I: SpropItem.txt定义物品数据9 u7 g5 Q- N, P% Q P) J
2 v4 X' w5 q) ]8 n P5 upropItem.txt.txt对应的物品名称% ~0 b: B5 q4 a- m2 ~2 d3 L( ~$ v* L7 q/ L" d8 r
- T, {# \) d( E U( 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# V" c, G$ X0 z6 h% z
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5 w7 l/ g0 o9 E1 u; }! v好我们来开始添加飞剑飞盾
$ C4 M" W* q4 P. J ~" T3 B; O1 j( ?2i5 \打开propitem.txt.txt 单独添加& q) I! {8 B. _! @
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单独添加
* s! W7 s" N$ f* o7 P/ k& s) G, H' Z! e# |1 m* W, TIDS_PROPITEM_TXT_FFSTART1冰晶飞盾" Y- ]9 S* p( }* `0 {3 V9 i
H+ D" l3 t5 V/ q3 KIDS_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/ | O* ^' e, h5 v; \4 f
IDS_PROPITEM_TXT_FFSTART3 飞剑1 H% P6 c" m Q
. 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。0 T) {* l, ^/ \# ^+ e, Z2 g
* |! 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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下面说propitem.txt
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" t2 K$ N( ]7 [% A4 [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
0 A# R: O U' p A9 L5 R# 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
s) c h; \) v( s# M: f9 f$ 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7 ^6 Y6 i% l$ H# E/ _4 I; c
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( W* E+ Y4 R5 n! `//飞盾
2 P# z6 E4 |6 F% L; Y/ |- M6 ^$ [% ` "RidRidBoaLucid" II_RID_RID_BOR_FEIDUN MODELTYPE_MESH ""0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 17 P5 _; c6 I/ c. a
' `. n V9 ?) V1 {' d9 p0 V8H//飞剑9 M; N4 g1 V$ q% k& m: F; C
: \2 U X- T6 k7 X* H. J c* [, O "RidRidBoaFlySword" II_RID_RID_BOR_FEIJIAN MODELTYPE_ANIMATED_MESH"" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
# o" A1 E0 |- I+ b3 j' K, Q5 `9 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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: o3 w& P0 _8 h+ l6 i/ O3 u3 n9 R( 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/ m5 C3 P) D+ Q. L+ d
//飞盾7 j* w* D4 U! h+ x* I
) C# x& ], i) R8 m# N#define II_RID_RID_BOR_FEIDUN 2; E `& f' t5 U' I5 E' D$ b1 g \5 Q" ^" t. K4 q6 A
//飞剑
' _% ^; |3 L1 {3 D3 m+ V% P$ Q9 e( 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! {# z/ e3 V% S1 l6 x: B
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" @" L" y5 Q p5 E- Z6 ]; c5 _到这里已经结束了,一定要记得 服务端和客户端文件同步!) K6 g" G a4 k# j+ T
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