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+ ?
; @! U" A% }; p! z' Y- I0 NdefineItem.h/ ?2 _6 D2 t# q) q) V
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propItem.txt
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model目录添加o3d模型文件 V+ t8 a1 [* c# K) X3 R! I( }# I! Q+ |6 P( G5 `) r
model目录Texture、TextureLow、TextureMid目录下添加dds皮肤文件
: r2 R' W' x' O5 k6 R% y+ L k4 a# S$ ~5 a6 OItem目录添加dds图标文件' z: [! g' ?8 Q: [. ~3 A
, 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
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" u2 |( q& I" t) e# k+ adefineItem.h定义物品ID
1 q: a: F1 x" e: O( d) i4 E o% L: n+ m) WmdlDyna.inc定义物品模型/ S! B5 t0 A+ D; E% @
# D4 B0 R1 e/ J5 _propItem.txt定义物品数据
( G) u: l! C& t1 H! A, w2 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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( 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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8 |: c3 c3 z" s+ K+ d) X$ o5 w7 l/ g0 o9 E1 u; }! v好我们来开始添加飞剑飞盾
/ a# ]4 V% [7 G$ g2 C. J ~" T3 B; O1 j( ?2i5 \打开propitem.txt.txt 单独添加& q) I! {8 B. _! @
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1 o8 u2 }8 Y3 E+ v% Z单独添加
2 J- L5 M& ~9 H/ ]/ j0 l0 K9 R) G, H' Z! e# |1 m* W, TIDS_PROPITEM_TXT_FFSTART1冰晶飞盾" Y- ]9 S* p( }* `0 {3 V9 i1 t$ M2 G Z3 l7 k7 e; E# x
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/ |9 K7 \7 @* j$ N# c" @/ @# Y) K
IDS_PROPITEM_TXT_FFSTART3 飞剑
0 C, T6 o+ o& j# R. 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。
( G5 V) ? ^( 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
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下面说propitem.txt
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; {) K! E& y! q' N4 [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
/ Y5 E( f, J7 t* z. d, t# 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
E6 D5 U- Z% s1 J9 W* `$ 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; T3 K/ e$ R3 H q2 \- N
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//飞盾. j0 |) G0 g {3 o$ p
% 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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- P O/ E( r- h. ?- P. Z/ U "RidRidBoaFlySword" II_RID_RID_BOR_FEIJIAN MODELTYPE_ANIMATED_MESH"" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
5 R6 V( q" R( e% @6 o9 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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( 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
/ \1 r8 N3 D: F. c//飞盾7 j* w* D4 U! h+ x* I
b$ L9 n6 m, v+ W! @8 R#define II_RID_RID_BOR_FEIDUN 2; E `& f' t5 U' I5 E' D# i. I) z! |' _2 a+ R
//飞剑
, H9 y$ ]# u, X4 c9 s2 V( 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+ _0 l) K% P" o, L( s
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P: x( |8 T3 Q9 |到这里已经结束了,一定要记得 服务端和客户端文件同步!- l# }7 P- {+ n1 z1 S/ E* @6 k
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