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+ ?
1 D6 C7 L% g, V; m+ U; F8 e# xdefineItem.h
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$ j+ N, y" P$ q- q4 m* r7 ^; SpropItem.txt
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2 M, l/ S% ]- q5 m: t& z6 Z: |model目录添加o3d模型文件 V+ t8 a1 [* c# K) X3 R! I( }# I! Q. S, D5 q2 j/ j! L: q
model目录Texture、TextureLow、TextureMid目录下添加dds皮肤文件
8 Y; y7 W: T8 O, e% u k4 a# S$ ~5 a6 OItem目录添加dds图标文件" c0 u3 Q! j7 w Y
, 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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6 |9 U2 V7 _8 J" u2 |( q& I" t) e# k+ adefineItem.h定义物品ID# r" r& { A: o, v
4 E o% L: n+ m) WmdlDyna.inc定义物品模型/ S! B5 t0 A+ D; E% @1 y. L2 o( P' i5 f& _# I
propItem.txt定义物品数据& o, e j3 a! {4 c4 n) Y
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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# B* W5 Q+ P# U! Y/ J& q/ l( 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7 r6 b$ f4 x( x/ y* S# o/ z( t
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( ?6 i. C! {: p2 n; K2 |5 w7 l/ g0 o9 E1 u; }! v好我们来开始添加飞剑飞盾( p$ A: G$ d' z( @# C# j
. J ~" T3 B; O1 j( ?2i5 \打开propitem.txt.txt 单独添加& q) I! {8 B. _! @6 n7 V6 Q+ r9 d0 {" k7 m$ f, \- T9 g
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单独添加
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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/ |4 s R. |7 w4 _) m8 q' ^+ p
IDS_PROPITEM_TXT_FFSTART3 飞剑3 U) J' M8 ^3 v% Z" I0 Z6 a1 H- d0 c
. 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。, x$ t5 c- {1 P& T2 K9 z) X. w
* |! 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* {9 z9 ?$ V; l G/ A" u
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* `6 M, s2 T! ^) \下面说propitem.txt % d( a- f% s, | F- s) y# v5 [2 z2 w
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8 N: _* k* Z6 B4 [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
( _! G1 c9 q3 }* S9 Y/ 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 ( `% U: d, q6 {
$ 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1 @7 H5 c0 k/ |4 n% N' j8 ~
% 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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; n6 p0 M' v6 t9 ? "RidRidBoaFlySword" II_RID_RID_BOR_FEIJIAN MODELTYPE_ANIMATED_MESH"" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
2 v/ p2 h, e+ w1 b+ E1 V9 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
- M( w7 `& w1 z2 Z! V//飞盾7 j* w* D4 U! h+ x* I+ @5 B' j' y1 o4 H5 {3 m
#define II_RID_RID_BOR_FEIDUN 2; E `& f' t5 U' I5 E' D- X% V2 \5 A9 s+ W
//飞剑. I4 _. ~5 h1 ^5 o3 q
( 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, U7 l0 E C% k$ ~
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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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