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+ ?
/ f6 _1 `- G. n( j6 U6 Q# XdefineItem.h
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propItem.txt2 s# \) V/ j0 g3 G) J% l' @
# V ^* [& M1 Z' x5 ^6 MpropItem.txt.txt7 G1 Q9 a& d3 q8 ^; {; O% U1 R1 q8 G) Z7 j
model目录添加o3d模型文件 V+ t8 a1 [* c# K) X3 R! I( }# I! Q& k/ R9 _, s4 H5 z# m& ^' J- Y
model目录Texture、TextureLow、TextureMid目录下添加dds皮肤文件
/ Y+ ]7 i1 Z& a1 J5 ?2 ~' C5 b k4 a# S$ ~5 a6 OItem目录添加dds图标文件
: B: X+ T; M& ?: P6 u _$ C, 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( f& b: m" `5 v" f
% P4 ? v, X! P4 U$ N" u2 |( q& I" t) e# k+ adefineItem.h定义物品ID
8 X/ T0 U( V4 U4 E o% L: n+ m) WmdlDyna.inc定义物品模型/ S! B5 t0 A+ D; E% @" M3 X q( W' y7 S/ j& |6 C! O
propItem.txt定义物品数据
' K/ G0 G- m3 j2 v4 X' w5 q) ]8 n P5 upropItem.txt.txt对应的物品名称% ~0 b: B5 q4 a- m2 ~4 ^# G! O. _0 o- J- _/ v* Q
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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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; N. @5 C7 n5 e; N. i! x# s5 w7 l/ g0 o9 E1 u; }! v好我们来开始添加飞剑飞盾
/ S: B; f6 q4 g r1 k1 F. J ~" T3 B; O1 j( ?2i5 \打开propitem.txt.txt 单独添加& q) I! {8 B. _! @# g) H) T+ o' d6 g
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* s7 Q+ @+ E" U$ S) G, H' Z! e# |1 m* W, TIDS_PROPITEM_TXT_FFSTART1冰晶飞盾" Y- ]9 S* p( }* `0 {3 V9 i
( @2 J# z, ?9 {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/ |8 u, J4 z8 O. ]1 M( c9 f8 N
IDS_PROPITEM_TXT_FFSTART3 飞剑
* R0 t+ M B% x* B X2 X. 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。$ ?/ |) `! K# L; Z
* |! 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1 P3 D# e# U0 z, k: X
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下面说propitem.txt 1 H: f/ A4 `- b; |( q! V+ W+ l
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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" v0 n# L; f$ h; Y8 \
# 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
9 @6 A6 x0 X/ c/ B. I$ 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
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//飞盾
5 c3 P+ S/ I, H% L; Y/ |- M6 ^$ [% ` "RidRidBoaLucid" II_RID_RID_BOR_FEIDUN MODELTYPE_MESH ""0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1' r- K0 {. k! ^2 N+ B3 x
' `. n V9 ?) V1 {' d9 p0 V8H//飞剑9 M; N4 g1 V$ q% k& m: F; C
. ?4 f/ k3 }7 Q7 z$ |% N "RidRidBoaFlySword" II_RID_RID_BOR_FEIJIAN MODELTYPE_ANIMATED_MESH"" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
0 S# I% E- Q/ p# M4 W6 D: g9 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' ?/ ^, |$ o8 {: r8 m. z$ d' U4 E
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( 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
2 s3 \& d: D/ o//飞盾7 j* w* D4 U! h+ x* I- G+ e1 }; G+ s. q. t) ^
#define II_RID_RID_BOR_FEIDUN 2; E `& f' t5 U' I5 E' D' v7 F2 s$ S% e+ @' Z( @: F a
//飞剑
5 }) ]9 S3 _! A7 [( 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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7 [( o+ d6 h5 D7 v( o( ^! K到这里已经结束了,一定要记得 服务端和客户端文件同步!4 J0 q' y( }& d* U: x
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