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+ ?
# W, N) F: ~& c5 ^ C# m- X6 [defineItem.h
7 Z3 o: A; Y# e4 d5 i$ E8 M! M4 P. }mdlDyna.inc/ o, L2 K0 L, r! a" m6 {$s4 c3 m6 c z
7 c+ j5 T" A) m+ LpropItem.txt
; y2 c/ B4 D$ ~$ a5 D! W0 d# V ^* [& M1 Z' x5 ^6 MpropItem.txt.txt7 G1 Q9 a& d3 q8 ^; {; O% U
4 A! G9 P h: E* [$ o7 h2 cmodel目录添加o3d模型文件 V+ t8 a1 [* c# K) X3 R! I( }# I! Q
8 F/ w. q! |5 h8 ?9 tmodel目录Texture、TextureLow、TextureMid目录下添加dds皮肤文件
- |- p. f/ C# w& {# U- H, q2 e k4 a# S$ ~5 a6 OItem目录添加dds图标文件1 J: a) k/ ~/ S7 }
, 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 j1 I9 P9 P) c, Z) k6 m1 b/ b
, s* R, ~# ^; e4 l) [9 n" u2 |( q& I" t) e# k+ adefineItem.h定义物品ID
/ e0 l( M1 M! o) j. K4 E o% L: n+ m) WmdlDyna.inc定义物品模型/ S! B5 t0 A+ D; E% @
1 a( U' N, H. upropItem.txt定义物品数据4 y6 F8 }1 y3 {& f
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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$ h4 f7 Y( C/ 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) H1 R( A# F- g9 |! ^; _; n
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! `- z& @6 H* I, h2 W5 w7 l/ g0 o9 E1 u; }! v好我们来开始添加飞剑飞盾
, Z; k1 `! Z- f% w& D. J ~" T3 B; O1 j( ?2i5 \打开propitem.txt.txt 单独添加& q) I! {8 B. _! @& g" l0 C* {, q8 n6 Y' C
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单独添加. X/ e& [( m& I$ V
) G, H' Z! e# |1 m* W, TIDS_PROPITEM_TXT_FFSTART1冰晶飞盾" Y- ]9 S* p( }* `0 {3 V9 i
* ^, e) }* h/ ]2 N2 yIDS_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/ |( }. q! D9 v+ E. ~- O( D; V
IDS_PROPITEM_TXT_FFSTART3 飞剑) g3 p& x" G5 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。9 y2 d2 K1 M( M& l
* |! 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* g5 E x) h- v3 m
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4 e9 B- k9 Q; f* ?% W下面说propitem.txt , P! h- q9 [! M! ?+ \( k( Y9 u
2 `$ Y8 d- f. r- ?0 s: z单独添加
4 @( C/ ]! a# \6 L+ M0 ^2 [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/ p3 Z1 Y2 K5 q
# 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 ! z' }* t9 u$ a5 P3 x
$ 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
2 h. E; V) N# M- E& s( n6 x# t% ~% L; Y/ |- M6 ^$ [% ` "RidRidBoaLucid" II_RID_RID_BOR_FEIDUN MODELTYPE_MESH ""0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
' A7 u- R0 b i( d' `. n V9 ?) V1 {' d9 p0 V8H//飞剑9 M; N4 g1 V$ q% k& m: F; C
5 p' g m) l. ^* P$ w "RidRidBoaFlySword" II_RID_RID_BOR_FEIJIAN MODELTYPE_ANIMATED_MESH"" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
?, k$ A' _. [! d' f% Y( J9 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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: B) Y8 T8 r3 s' g& ~ X$ l) c( 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( ^: H* J5 Y7 {, F
//飞盾7 j* w* D4 U! h+ x* I) S. V' ~$ o+ ^
#define II_RID_RID_BOR_FEIDUN 2; E `& f' t5 U' I5 E' D/ F) M9 C8 j5 J9 t
//飞剑
1 k: u) `' Q$ {0 e" F$ q/ a( 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# A/ U! s5 G* Z% L
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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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