超级版主
- 积分
- 902
- 金钱
- 228
- 贡献
- 575
- 注册时间
- 2023-11-3
|
/ H# s) k' a6 E" P' U/ T
1 Z+ _/ e( m1 q2 _. M! N4 Y* r9 }8 [8 q& i
图片可以任意修改替换为别的图片 * T$ m4 B4 ~9 g; T+ b0 Z
9 q p% ~3 k6 }$ j! b# `) r3 |6 }8 W) u3 O
注意下面代码不要直接替换 这个是需要手动增加进去的
! P+ W' a4 f$ N/ ]" S. m3 o0 I
% X7 A$ p) m( K3 {! m9 Q I H) P
7 u7 \5 M4 a4 |effectdata.02" {! n$ r0 E$ l. V: ]7 M7 V1 p2 [, @
, b+ x- l* d/ x- <cate> 1
r7 n- A& g5 y+ V: ` - <effectdata> 0" U5 ]) A* f. y3 O# d
- name sp_yellow_hand, _$ J1 k: k9 K, v
- unittype sprite
" M* X7 T2 q8 ]3 Z6 A3 \! B7 t' d - billboardtype camera
; p1 b" d/ Q$ G$ J - tailstep 20 0 0.1 600 false9 v5 h+ G9 X# X. t6 t3 ~
- size 1.000000
3 [+ L; s+ D) F" |5 V; [ - backprint false1 J( o! B' g7 v' _8 E4 ~9 {
- disort false
( H. ]7 _) r, ^8 k) a4 ] - texturefile Effect\monster\longch.dds6 w8 j V# s- _) P! ?; u& K
- texturepack 0 I8 D/ [2 q6 `, ]$ L9 m" K% ^ U
- blendtype add, y& G0 Y! q7 L+ T1 Q" R+ y6 V
- textureloop increase
. j N/ B6 u3 G1 z. U9 Y5 \8 b, C2 M - texanimtime 0
0 N4 t; s2 n/ I - </effectdata>9 _& O9 C- K' j) i& F R6 |$ H
- 5 k9 c6 s: B+ w9 a$ X, w; N
- <cate> 7& y( T' L( ]/ ]
- <effectdata> 0
. D% l' {; S* z: | - name pt_yellow_short_light_02/ V' e* U2 D( N3 H6 v$ p( w9 u5 B
- unittype particle
& I( b8 `$ V) n, j+ K0 Z1 p - billboardtype camera* x, p, a% e" `! L
- tailstep 0 0 0 0 true
9 Y* I* L' G$ K# M% m6 f - size 2.000000
; t+ B7 X9 u: b. l2 _/ L - texturefile Effect\monster\light01_orange#.dds, V1 b( v. F9 R- c0 v) m% T
- texturepack
( {! I4 t' W. H C% A- L& z: i - blendtype add5 u( h( z' B5 I4 w9 W, A
- textureloop increase
M d3 L4 i {+ |* I* q% @' P9 S3 i - texanimtime 0
. L# {9 J' [, Q - leaftype sprite
/ R& m4 x1 d. ^: ~" { - activestate exploderange
6 N# @; F2 S+ Y4 N: a - lifetime 200 2002 o3 O6 T* w# ^5 L% U
- emitrate 30
$ p9 M) V0 Q4 j! Q0 }7 h - maxelementcount 103 v- B9 x, P- ^- ]2 {
- addrotate 60
8 J" [6 j& Y3 |: R2 B( M - velocity 0 07 s$ C m0 {' f* q. ?
- acceleration 0.000000( X( ^4 Y6 U8 R* B
- spawndirection 0 0 0
8 c! T6 w* q4 ] - gravity 0 0 0; H9 k8 l4 m2 C$ h7 x
- colorrange 0.000000 y8 z, O. N( [/ B$ ?
- startrange 0 0.5
; p/ Y- B: {' z" M0 f - endposition 0 0 0: o l" Z! `, J: D
- particlesize 0.5 1
8 h3 h4 F& N: b! Y, I% ?% \9 V. M - followdirection false
* ?1 ?( h1 b& T8 d - spawndirabs true
* {6 ?8 W6 N/ f( S - trianglerender false+ ^3 k d$ ]- j# L
- </effectdata>, d3 d- L0 [+ W, I
- & F* {! n6 o8 s' k8 ~
- <cate> 3
) B9 ^) I0 m; g! o7 `0 U/ y! v - <effectdata> 0
- ?# A: S7 a V - name mh_EFFECT_EMBLEM_DRAGON
4 [. f% z* x" u/ l - unittype mesh
X) K/ E# V; e' {* k0 L4 z - billboardtype camera" r" [# c% r4 a) Q, D
- tailstep 0 0 0 0 false
3 [- E! q J4 T) ^ - size 1.0000009 ]: C* A: f9 X% e
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
8 y% G2 O8 U7 }, M/ Q2 z6 _( d - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
: V: C$ c: }8 v8 l8 P - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
% p6 @' ]* M; q% O1 I! Q4 e6 P - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
: O) u7 D& A2 f% n' p9 p& c& T7 u - animlength 0
9 j% x6 o; \5 A - twoside true
8 Q7 T5 w" V3 z4 B' @. t - mesh_status 0 0.000000 0.000000 ""4 s7 E1 G1 [; q& S
- </effectdata>
复制代码
. O: Z* }' a* }+ G8 R: _' H, H7 N P5 r2 [5 W1 \3 E1 b, h: v
effectscene.02
' k: X# ]3 E# ]4 }5 ~# M, {
. L4 c2 L7 Q) J) X7 A- <cate> 5 game
0 ~0 Z: b; L4 u4 \% Z - # ######## EFFECT_EMBLEM_DRAGON ######### #
2 Y2 K' |: M0 T' L$ S, k - <effect>, \ }4 c2 Y1 ?$ P
- id 1181
. ?3 g; V: U. T/ j" z - name EFFECT_EMBLEM_DRAGON3 ?$ V) w3 R0 D: t. g* `
- culldist 2475082071472936200000000000000000.00* }5 U. g/ B7 [ t
- <list>
* p6 {* ?8 K+ Z; I - res 1 sp_yellow_hand
, Q0 W: P: l; Z: r9 ~ - res 2 sp_yellow_hand
+ ?2 D3 D. l8 P. P - res 3 pt_yellow_short_light_02$ q) \( W% z Z1 a0 J% y
- res 4 pt_yellow_short_light_02( E1 P- t) I Y( N0 q
- res 5 mh_EFFECT_EMBLEM_DRAGON
6 H$ R3 E( T& Y1 f/ b1 Z - </list>
9 n! ~# [7 \! e, V% ]% j - <scene> ?. s. Q1 i# C9 b/ y; I6 ^
- sceneid 1
% Y. h* }6 B/ l7 z - name 1
f4 V8 F1 _9 o% \& F4 U, r - <control> z6 m( ]2 b) D$ i+ Z. x/ }
- unitid 1, l' _- m6 p! ^# \' G: Y# \
- active true! Z6 N; i0 \4 d$ t7 J
- startposition 0 0 0
" f# Q: T- {* a! a# S1 W6 F4 K; W. B - lifetime 0 1000
9 L9 E$ C" y; i/ x; E - animtime 0) w5 q5 L' @: J' I
- bonename "Bip01 Spine" # w5 |3 T1 b5 ]/ q& [4 p. [8 L; Q
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) $ ~5 r \9 E) i) U, ?
- alpha (0,0.5) (999,0.5)
/ z) {4 }+ H3 s" n& p: \ - randomstart false
/ G5 S; ]3 b2 B+ N - active true, ?- s" B: |/ t* e8 ?6 ~
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0, f& ^" Y/ F* M1 c `& Y' `) @
- </control>
& Y* m& N1 f7 n, u4 ~- ~8 G - + P- F0 v" Z, \# w
- <control>6 m, s/ r/ q) |2 j( x! x
- unitid 2$ Z2 I1 a Q% t
- active true- Z/ d7 O3 Q5 @
- startposition 0 0 0& {) N2 u7 k: P" n; E, d
- lifetime 0 1000/ j* q. ~, Q- i3 V8 l, b
- animtime 0
0 O$ a7 b6 z" b# Y t" a( X - bonename "Bip01 Spine" I7 T. Q7 D Q( P. P
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 0 V8 M& d; C }+ X
- alpha (0,0.5) (999,0.5)
- R4 [& y0 [ e - randomstart false4 e! e' \0 Z5 R9 M8 g' L! X
- active true
2 F# F" I4 y3 C2 s$ r! i, I) t - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 08 n" @, f/ ~6 |8 l0 e6 _* X
- </control>' O" U# B6 T! L3 K
- , Q( M( ^- A; K; c3 |
- <control>
* V, {( ~: S9 s% b - unitid 3
6 d; G5 b; a! O0 H* K - active true
- b! ?( a6 m! z3 _ - startposition 0 0 08 U/ Z8 \1 W S* h
- lifetime 0 10002 O0 w3 ^$ Y S) Z
- animtime 0
+ s1 {1 M% \, I - bonename "Bip01 Spine"
1 H" Q' s3 V6 l# h - scale (0,0.5,0.5,0.5) (999,0,0,0) 2 Q+ p# h) b+ i; t. f+ {4 f
- alpha (0,0.5) (999,0.5)
; j: z9 Y- S) ^" T& x - randomstart false
% e# C, Z: W3 B; |$ B7 y- @ - active true
8 I: S8 {7 Q3 u' U' O - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0! K/ r5 m: V, S% @- W
- </control>: I) e c7 r% _2 }2 `
- # p9 z4 r6 t2 E- P3 B9 W
- <control>/ \+ U" t- Y9 h
- unitid 49 w; k# l, c! y; V3 G
- active true
4 ^/ F4 R5 J0 R3 Q0 U: z/ R$ _: e8 q - startposition 0 0 0
+ J6 J4 p }# ~- `" ? - lifetime 0 1000! G% r: c" ?" f" ]: h0 e
- animtime 0
0 A( |+ w- h* G0 d1 {. Q: | - bonename "Bip01 Spine"
- O' D( E4 ^& d# ~) `: L - scale (0,0.5,0.5,0.5) (999,0,0,0)
4 E4 X8 M$ Z' V' j4 s8 e2 d - alpha (0,0.5) (999,0.5) : \4 z2 C1 }' l' _. T; ^
- randomstart false
/ |- [! b0 h' a7 u' t4 S$ H - active true
( y; F7 \) Z% X2 F& S8 D - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0, d+ v) I/ ^0 c5 F! F# [
- </control>
+ d$ G, t1 _3 N
, W: N' ~9 t4 d2 M1 z* r- <control>- Z- w( H; V! D# e! ^- y$ S
- unitid 59 \! J& v$ i B1 f4 F
- active true+ x( j/ z$ |, T3 Q. z+ f" \' B9 i2 D( O
- startposition 0 0 0- W3 c# s+ s" Q& z; ~
- lifetime 0 1000! ^ d' V7 A/ `* ^" h( i+ ]) }
- animtime 1
5 o4 y5 A' g: E - bonename "Bip01 Spine"
* P% P+ {3 p7 j e; p - randomstart false$ P* P, w% o8 Y! @( Q
- active true: I0 R& S( Y& \
- </control>, s! ?% k8 l$ K/ L) J% I
i) K1 N/ g% w1 G- </scene>) r0 j* R! r( V, f9 j/ g0 W3 q& z
' N% R$ ~. ]( Z4 r" P- </effect>
复制代码 S) r! M- I% J k M
# x. B8 R6 {2 N2 o& h# Y- _
特效.zip
(408.85 KB, 下载次数: 0, 售价: 10 贡献)
, E! V [; W+ j a/ s" b
( b9 R9 E, \* U3 i9 G. z2 N' F
|
|