第二步:
首先我们要知道每一个模型在指定的文件夹中都有图片组,如ShapeBFObjBFSpec 69目录下分别有a010001.shp--a010008.shp、a020001---a020008、f010001----f010004、r010001----r010008以及w010001---w010004等图片组而以上的编号组是游戏中正规兵种的编号,对于BFSpec目录下的隐藏兵种的编号组均多出了01,也就是说正规兵种为a010001隐藏兵种则是a0001,这点很重要,我们拿069号兵种鳄鱼做为实验:
[OBJECT]
Name = 鳄鱼(剑仙)-----------这是原兵种名字,我改为剑仙
Sequence = 70069----------编号不动
Space = 0, 200, 0-----------调好模型定位
Process = BF_CLASS_BFSoldier
Directory = BFObjBFSoldier 69
Sprite = Wait, W010001, #12, W010002, W010003, W010004, W010003, W010002, W010001--------此处换成新兵种的编号组(切记新兵种编号组一定要加01)
Sprite = Walk, R10001, #5, @SP_EVENT_ACT_WALKSOUND, R10002, R10003, R10004, R10005, R10006, R10007, R10008------此处无须改动
Sprite = Attack1, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, @SP_EVENT_ACT_ATTACK, A0006, A0007, A0007, @SP_EVENT_ACT_WAIT
Sprite = Attack2, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, @SP_EVENT_ACT_ATTACK, A0014, @SP_EVENT_ACT_WAIT
Sprite = SAttack1, A0128, #4, A0129, A0130, A0131, #8, A0132, #2, A0133, A0134, #4, A0135, W0001, @SP_EVENT_ACT_WAIT
Sprite = SAttack2, A0136, #4, A0137, A0138, A0139, #8, A0140, #2, A0141, A0142, #4, A0143, A0144, W0001, @SP_EVENT_ACT_WAIT
Sprite = SAttack3, A0128, #4, A0129, A0130, A0131, #8, A0132, #2, A0133, A0134, #4, A0135, W0001, @SP_EVENT_ACT_WAIT
Sprite = Defend, W0018, #30, W0017, #6, W0001, @SP_EVENT_ACT_WAIT
Sprite = Hurt, W0022, #30, W0021, #6, W0001, @SP_EVENT_ACT_WAIT
Sprite = Die1, F0001, #5, F0002, F0003, F0004, F0005, #300, @SP_EVENT_ACT_FADEOUT
Sprite = Die2, F0001, #5, F0002, F0003, F0004, F0005, #300, @SP_EVENT_ACT_FADEOUT
Sprite = Die3, F0001, #5, F0002, F0003, F0004, F0005, #300, @SP_EVENT_ACT_FADEOUT
Sprite = Die4, F0001, #5, F0002, F0003, F0004, F0005, #300, @SP_EVENT_ACT_FADEOUT
Sprite = Die5, F0001, #5, F0002, F0003, F0004, F0005, #300, @SP_EVENT_ACT_FADEOUT------------这里改成新兵种的编号组
;Sprite = WalkHorse, r20001, #5, r20002, #5, r20003, #5, r20004, #5, r20005, #5, r20006, #5, r20007, #5, r20008, #5, r20008, @SP_EVENT_ACT_FADEOUT-----------------此处无视