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+ ?7 w2 z m& d4 ^+ p: l
defineItem.h
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model目录添加o3d模型文件 V+ t8 a1 [* c# K) X3 R! I( }# I! Q* z4 w! l" a+ @2 j e8 Y+ S+ q
model目录Texture、TextureLow、TextureMid目录下添加dds皮肤文件
( Z% e2 u. w4 E6 s0 F1 t k4 a# S$ ~5 a6 OItem目录添加dds图标文件
4 l3 \3 t3 W' L7 @, 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* V9 v& H* v) S, t! r
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" u2 |( q& I" t) e# k+ adefineItem.h定义物品ID- o9 ]9 v/ m2 m& H, i
4 E o% L: n+ m) WmdlDyna.inc定义物品模型/ S! B5 t0 A+ D; E% @! b+ h7 l5 X8 B' m: C
propItem.txt定义物品数据7 i; O5 c0 a3 k! {% k. X
2 v4 X' w5 q) ]8 n P5 upropItem.txt.txt对应的物品名称% ~0 b: B5 q4 a- m2 ~
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9 W6 y6 D. e# g9 r# B( 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4 l, c% W5 {7 T5 M4 D, N1 Q v" I
. J ~" T3 B; O1 j( ?2i5 \打开propitem.txt.txt 单独添加& q) I! {8 B. _! @9 ~* r6 c+ W. }' N
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单独添加5 U2 c2 |: K2 F
) G, H' Z! e# |1 m* W, TIDS_PROPITEM_TXT_FFSTART1冰晶飞盾" Y- ]9 S* p( }* `0 {3 V9 i
! m; t+ { O/ ^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/ |
2 y/ ^* ?% o1 BIDS_PROPITEM_TXT_FFSTART3 飞剑
: z; }, ]6 R7 f* p1 \. 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。
% u; `' Y8 U6 c7 B* |! 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. R) R& ^- A% b6 b2 I" O
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下面说propitem.txt ; U% E& q% L8 V+ v
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3 m6 A1 H8 |- _! Z- R; v4 [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_FFSTART23 ?9 f( A& f* I2 V- M+ L# j
# 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 ( L: J( q! G! [# ~: S3 ]7 m
$ 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- {* b4 W# ?. v* n+ K
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+ ^' I$ T) D. N//飞盾: D: c6 z6 k; o' e5 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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"RidRidBoaFlySword" II_RID_RID_BOR_FEIJIAN MODELTYPE_ANIMATED_MESH"" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1! }8 e- F: `) W
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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8 X. D( ^4 E; j% g! ]$ t. b( 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
$ `( P0 z- o) ]//飞盾7 j* w* D4 U! h+ x* I% o. U h& _& g6 i
#define II_RID_RID_BOR_FEIDUN 2; E `& f' t5 U' I5 E' D
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9 w) Z0 k9 E" C7 h- P' I+ G9 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
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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!
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