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图片可以任意修改替换为别的图片
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# K; X% O3 T: [4 b; \ `4 P @) [9 X7 P% p注意下面代码不要直接替换 这个是需要手动增加进去的& q( u% m' R/ Y+ A
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effectdata.02! K2 g; w& ^) E. C* y5 Z
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- <cate> 1
9 Q! s; ~" m6 }+ t& Q, m - <effectdata> 0
% m% m1 X4 z' \' d* Y - name sp_yellow_hand+ }- N, G1 Y7 k# V6 j' {
- unittype sprite
8 p" @7 L& B2 M - billboardtype camera# s4 s' O' O: Z5 J* g9 G' \' y, w1 r
- tailstep 20 0 0.1 600 false1 A$ m% t6 T% s$ D
- size 1.000000
. c0 } L0 E* x* ]/ U5 Y1 O - backprint false
: t& S5 ]9 |# | - disort false
3 t" \: r: f. Q - texturefile Effect\monster\longch.dds
! B; H, U0 l, l+ G9 [1 i O5 x - texturepack / E/ K ~( C, ]
- blendtype add1 a o3 g; ]7 q4 r+ h& `9 J
- textureloop increase2 S" b! H$ @1 [7 o% |3 t' z7 P F
- texanimtime 0
2 {6 {) e- `9 @2 g3 j - </effectdata>* m$ |1 P5 l( A/ d+ C
- 4 u) p; d* T: O4 b$ a
- <cate> 7( r# @' N6 O- K+ S7 M4 [
- <effectdata> 0
) t2 ?$ a9 D* P' u) t0 u4 D- T; ?1 s - name pt_yellow_short_light_020 X. e0 Y2 ?) T, f% {
- unittype particle
7 c& y/ e6 |; Y- C; i - billboardtype camera
/ X( I/ h+ M" J) |9 B/ }4 \ - tailstep 0 0 0 0 true, c- Q- s" y9 l D6 x
- size 2.000000
1 a5 N2 I, O F7 l4 s - texturefile Effect\monster\light01_orange#.dds
# }; e" p4 R' g# r - texturepack ' _7 J2 x- t, W) y
- blendtype add' u+ s6 L/ M7 e/ a: D2 K
- textureloop increase
% c6 G: G) y& a& Z - texanimtime 0$ T7 z6 M( a( d1 @6 q9 b. N1 ]& U
- leaftype sprite1 R* l) Q) U. x# E8 d
- activestate exploderange
1 o: r( m3 e$ E! S% H0 ` - lifetime 200 200
" j2 F% Q4 d p; w - emitrate 30
* @( C# L) Q9 V2 V! r+ h; Q' s' j - maxelementcount 10
7 [& m5 M" u3 n1 A- |" c) N& w - addrotate 609 E# G$ o2 ?0 c8 r8 b3 R4 C
- velocity 0 0
l& F7 I8 J8 |- }! G/ K. I - acceleration 0.000000
: J: G! t' t; s: Z9 d - spawndirection 0 0 00 i: ^. l, o$ W) g
- gravity 0 0 0
. l3 s* z9 Q* l1 c - colorrange 0.000000
0 s$ U5 N0 `. a& m, C* r - startrange 0 0.5% ]$ n! E4 u3 w2 H
- endposition 0 0 0
. ~; j4 ]4 `0 G& F" w6 w" F - particlesize 0.5 1
9 S, c% G1 m' l6 |) {$ K - followdirection false( H; J3 I) ~3 q% X& w# ^0 r1 L
- spawndirabs true
- @/ B# x* s% ^% h9 r* L1 P$ e - trianglerender false! g5 C$ \' e# ^; y! d
- </effectdata>! l4 l# R9 k8 l* N3 E
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- <cate> 3. B0 F m0 I; }" e/ j8 r6 F6 S j
- <effectdata> 0, }$ o% a6 I/ C" J$ c
- name mh_EFFECT_EMBLEM_DRAGON& \3 L) g3 U' W* b. K
- unittype mesh
0 W9 I' a' X- h6 C - billboardtype camera) \! j- m8 Y' l% c$ o: [
- tailstep 0 0 0 0 false2 L' _' t& S# U4 L# S+ [
- size 1.000000 x4 |& u% J4 {5 a. @* T
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
8 C7 U: F5 j8 G/ i# M# U - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
7 b) ]& K+ L* {" o. b' l8 c/ B - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim' A0 D* h. d* C
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel- w1 Q# F- C& e2 e5 `
- animlength 0
- Z2 {- w4 D1 W4 F& E6 ?/ K - twoside true4 C) l" v3 T+ w3 r; Z: G
- mesh_status 0 0.000000 0.000000 ""1 O( E5 D2 L2 h# t' T1 R; K& S
- </effectdata>
复制代码 + j# _4 f+ F6 `1 f
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effectscene.02
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1 A8 X% D! r: y5 p& d- <cate> 5 game
# Z! x- a+ @7 I' v" o6 x. V - # ######## EFFECT_EMBLEM_DRAGON ######### # C+ X2 C6 H2 P
- <effect>
2 O. r ^8 S0 a& H, w - id 1181
9 v+ Z0 i8 m9 t S7 D: C- C" ` g9 b* w - name EFFECT_EMBLEM_DRAGON! z$ w" ]6 J" J( P7 N0 Y; @& u( t
- culldist 2475082071472936200000000000000000.00$ L4 f* U8 j6 w; ~4 X3 x
- <list>0 o5 G! `' `7 k' l
- res 1 sp_yellow_hand
! M; S8 t: N1 I9 {2 Q - res 2 sp_yellow_hand
4 o) |. [9 [. L/ _/ D1 B+ k2 J6 C - res 3 pt_yellow_short_light_02
# I; O; y r# O+ R% n; O - res 4 pt_yellow_short_light_02
: s: z8 M# d5 `5 s4 C - res 5 mh_EFFECT_EMBLEM_DRAGON& b" n* }4 E( R2 t. v2 Q; H! u. f
- </list>
! t" D! Y o) h' p3 l) M% V - <scene>" d" J: r/ P# M6 x8 h* ?2 r
- sceneid 1+ {/ y2 g+ r0 P4 I5 t" r K
- name 1
8 R" F& f, k" ?" z) J- r6 |# i - <control>7 Q/ z( @% ]8 C( U- D4 _$ T8 }
- unitid 1' Q: X* G- C W$ }5 l) u
- active true# Z/ |, u! F4 F' K' Q' O
- startposition 0 0 0) F3 i% a) l' s4 J) H, k) C" _
- lifetime 0 1000- s# O* u* J3 J
- animtime 0, S8 r7 y" m/ E) r
- bonename "Bip01 Spine" ( @! B) W! f' J# }! U- }% b
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 9 ~1 W3 v6 ]0 }7 [* C3 ~0 o/ ^
- alpha (0,0.5) (999,0.5) # n2 S4 O7 B# [/ d* t) Q- {
- randomstart false H) D" D- J9 }1 W% V
- active true: e* x2 O" q w2 J2 P* ?) `+ O
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
, C3 l4 d% s* p, w+ Q - </control>9 M6 r! x0 S p2 b
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- <control>+ }8 X3 Q) k$ q4 s" R+ J% A( j9 [
- unitid 2
! \" u8 P* m( j* z& h k - active true
; Z: ]6 C2 y0 ]1 ? - startposition 0 0 0
* G6 z$ t% C8 S- S/ f5 ]" @5 L - lifetime 0 1000( x* o- k0 r; d+ C2 ]! M1 s, Z
- animtime 0
/ `. [1 C, }6 r$ `1 O - bonename "Bip01 Spine"
8 Y6 z9 l/ n* K/ B7 h) B1 _ - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 1 ?7 g/ c# M8 h- k0 N: T
- alpha (0,0.5) (999,0.5)
* r- g8 a: z. T* |- C; D - randomstart false
. E) v( E9 Z$ P/ Z$ G2 k @ - active true
2 @5 @5 O( {5 \ A0 z" V! X - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
/ R6 @ {9 A0 L2 ]1 ~) K* |" a; ^ - </control>
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- <control>7 P; B0 y) O+ I8 @
- unitid 3; e! p( l& n6 D
- active true
! A1 D$ H/ K+ J1 L: f; s& \+ g& T - startposition 0 0 0
8 j/ Y# @. h. V0 L2 p. M - lifetime 0 1000
* q) F- x+ } w* h0 f( V - animtime 0
& V; e' o. u3 H4 t) z4 t4 O: i - bonename "Bip01 Spine" 0 u2 `6 ~4 M( k: j9 |. w$ i
- scale (0,0.5,0.5,0.5) (999,0,0,0)
$ a# m6 e( R5 _1 m, |4 ~& D - alpha (0,0.5) (999,0.5) 4 Z0 h+ G9 o& P. P1 q9 r' d
- randomstart false) Y5 x: G. }/ A# a. P. P
- active true6 H2 @( ]% M. W7 d+ \ A" V
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
: n# R" B4 H" R% o; ^8 z - </control># L/ c$ ]& t0 }
: B! ?" v& s7 N( _9 g# C, p- k- <control>: ]$ i& e# B$ W M5 Q0 B$ ^$ H2 j
- unitid 4
" F: ^1 u/ T! B5 t - active true! v, l9 M$ ^5 p- T- K* f
- startposition 0 0 0
& c; X: g: p) E1 p E6 [3 V - lifetime 0 1000
, V3 S1 b1 i9 Q' |1 t/ o- n# n - animtime 01 V/ q; |" U0 s
- bonename "Bip01 Spine"
# e; m( ?7 ?, S4 y2 s5 _ - scale (0,0.5,0.5,0.5) (999,0,0,0) ) e* I4 x+ P( {
- alpha (0,0.5) (999,0.5)
7 x4 G8 _% c* T d - randomstart false* ?0 V( X9 a! `
- active true: I9 ~/ o2 t& q9 G# ?3 [0 j
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0: ], H- b: ]' }: I
- </control>' G& B# b5 `8 [4 a2 k
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- <control>
: n/ o* l$ `, E* A2 a2 S - unitid 5
- N- f" Y! W% O$ D6 L6 }& G- W1 { - active true, {8 L0 I# K! c# C% n, M
- startposition 0 0 01 I- y) V( K- \& c5 }/ N
- lifetime 0 1000) Q5 K3 w$ N( m
- animtime 1* m: W0 g0 j) _. C% c' e; ~
- bonename "Bip01 Spine" ) H' k# {+ s1 s5 `2 J4 Q9 P
- randomstart false. r& B% j- r. L% I4 ~# D* P
- active true4 F; Y2 f% A) D) w: X' [2 z
- </control>6 m0 _8 h! ^6 F, g
- 5 L0 P" \! N7 J0 m' y
- </scene>
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# }, X4 c" v4 O# ~ i- </effect>
复制代码
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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