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+ u0 Z/ g6 G) S0 [8 i, Q5 ?4 I图片可以任意修改替换为别的图片 4 F. v( T: w0 c) D
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注意下面代码不要直接替换 这个是需要手动增加进去的. h, d8 p+ K5 U& \% N" m
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" M+ K* U, e3 p" F+ f. L1 Heffectdata.02
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/ s6 [" i, `! Y% i- <cate> 1" S) j" }8 p+ ` x, d
- <effectdata> 04 H8 K# U0 `" X; g
- name sp_yellow_hand
- K/ i. N0 D) w1 ^4 }: J - unittype sprite
, E1 ?2 O9 }% W o( H1 }* F - billboardtype camera
9 y% V& Q5 s6 J - tailstep 20 0 0.1 600 false% F( d# S+ @" O/ X
- size 1.000000) H" O7 w3 n5 M3 q' P8 b$ `
- backprint false( r8 Q9 P3 C2 K2 N0 N
- disort false: o* p+ _* x! c9 s5 {
- texturefile Effect\monster\longch.dds
& u% z5 T8 o* P& P - texturepack
v; g% ]/ B* }" ?2 T9 ^ - blendtype add
+ g; d, s6 K! f, s9 @ - textureloop increase
9 I' i2 T% V: B) W7 J' N" [" V% W6 a7 d - texanimtime 0
% G- @3 q. b1 Q1 K9 F7 N; b" v u - </effectdata>: f2 t% I+ B/ U" u; v6 a
' ?& g* G) o; O9 o3 @6 Q; q' Z- <cate> 7
6 r/ S1 ~# B2 }# Z9 [7 e - <effectdata> 03 H& L I3 W* W! D
- name pt_yellow_short_light_02
" o% t1 G6 u p4 o - unittype particle
T O) `" I* k8 G- J - billboardtype camera
1 L, r& I* E6 z6 h1 W+ @& g4 \" \ - tailstep 0 0 0 0 true6 V+ t* j2 E' @1 H2 V& p H- }
- size 2.000000
" R; q A6 }+ f3 ?) L% J - texturefile Effect\monster\light01_orange#.dds5 l2 Q% K' ]3 A% q' y
- texturepack & Q8 {; i9 L% \" f3 m: q( c, ]" E
- blendtype add& x3 k* g6 t* ]* l+ R$ J
- textureloop increase0 Y8 M" y8 T7 h( |, a( z- B
- texanimtime 0; U4 R! G9 R2 K2 [* [) [
- leaftype sprite
+ E5 R* r+ i- t8 Q6 M( ^" s# C - activestate exploderange0 r# y) M5 B$ `! }1 e( n
- lifetime 200 200
% K" h4 b. V' ~ G; Y: n7 H/ ? - emitrate 30
' }5 M/ K! s" H; T - maxelementcount 10
8 a, @0 @% g7 L - addrotate 60
0 U/ Q$ M* ~. T F1 H* M b - velocity 0 0
0 b3 ~, z, m+ ], ~( e& D - acceleration 0.000000; x. d" s7 ^ B2 b% [: x$ S+ S, N9 j5 `
- spawndirection 0 0 0
" d! x& J& C7 E. F' k" S+ { - gravity 0 0 0
/ h) c8 W) W; k8 F - colorrange 0.000000
1 g. m2 c9 [' g$ B8 ? - startrange 0 0.5* E2 s; k" Q+ `4 [ I5 K% \
- endposition 0 0 0
% ~* Y! D5 l4 D. N* M: I' i9 N: u6 ~$ v - particlesize 0.5 1
: p/ E: V5 ^# e - followdirection false! F& P/ \4 Q* h7 S. m+ N
- spawndirabs true
- f$ a0 R$ U6 Z/ q; N - trianglerender false
. q3 A7 }( |" X7 u - </effectdata>
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- <cate> 3/ v- P, \: a6 {. `3 P! m: |5 u% U- L
- <effectdata> 03 P }1 [3 j& m' o% \
- name mh_EFFECT_EMBLEM_DRAGON
" _/ Y$ Z8 ?$ X; k - unittype mesh
& B5 u( H" H: s, ] - billboardtype camera
7 h3 t4 Q. S9 j: g# W0 l - tailstep 0 0 0 0 false
4 U7 Q, a s" N( B) G. t - size 1.000000
X( L1 n1 J( g! b# V2 w9 B - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
' A( o5 D6 ?( c( ~9 Z1 A% W! }( a- Q - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh/ r! L/ S3 B! z. l( E0 q( j/ ~
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
) D+ x8 t% \/ M( p) d5 c( g0 b* Z - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel5 }3 r; Z! r) q
- animlength 0: C# ]1 \$ {7 @# I& K
- twoside true& C) l4 S4 t+ `) `/ k: Q* B, e
- mesh_status 0 0.000000 0.000000 ""0 Y9 O0 A# y0 w' O0 U
- </effectdata>
复制代码 " V, t$ x; l9 B% Z
. x5 r) V( z$ j8 i! m4 ] p2 ueffectscene.02
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% c* K1 t6 d/ ^/ j% R* E- <cate> 5 game% i# V4 S. E: Q7 ]
- # ######## EFFECT_EMBLEM_DRAGON ######### #
7 P3 r7 y9 T$ G. Z5 d$ B/ R - <effect>
. X) n3 H5 }9 ]! D - id 1181+ v) g8 K, y- o7 |% {
- name EFFECT_EMBLEM_DRAGON; ]5 w- {7 j3 @3 U: {# Y) |! \
- culldist 2475082071472936200000000000000000.00
/ Z1 O' {# b' q8 j; n/ H - <list>. Z6 f: O a! k2 u9 A4 u ^7 d
- res 1 sp_yellow_hand& `; t2 Z( p- f& a# B
- res 2 sp_yellow_hand
# c, n! b/ p- K( W' [( F+ p, y - res 3 pt_yellow_short_light_02
- i4 U9 q; m8 O/ Z0 m2 M# a - res 4 pt_yellow_short_light_02$ I: G. w6 B9 n" |
- res 5 mh_EFFECT_EMBLEM_DRAGON9 q# ?! \$ \8 N5 P/ {( C7 K4 X2 Z
- </list>
0 r7 c2 K5 w3 O& T1 x- g - <scene>1 j! A" C3 `6 e. v
- sceneid 1
/ c0 M7 H* W4 S+ D - name 1; |. J8 h" M) F" a
- <control>; ^7 U6 k* S; e* Z3 P* C
- unitid 1
7 Q8 ]3 Z& _, `0 F4 q. s - active true) \; K9 K* G8 U& N$ D
- startposition 0 0 0
3 r1 i" E4 W* x P, ] - lifetime 0 1000/ b" Q5 L2 g" q% \( q# ]
- animtime 0
_ K, [2 Z% J5 x - bonename "Bip01 Spine" ' G* @( k! g% a" N9 n; R
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
" a- d2 X$ l' F9 ~ - alpha (0,0.5) (999,0.5)
( F+ M$ b- z# i H6 Z3 W+ x) u. p - randomstart false( i; e, p; s' B5 L, N# o) h1 o; u
- active true
) Q7 i8 g) |4 E/ W8 F6 c D - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
& r& b! s/ z1 @: @" c. ]; Z - </control>: {& v$ D& W, L
# z/ U# s4 }- y' r- <control>' [9 ]; W/ g! O" H' R
- unitid 2
. T8 b3 x3 Q; @# j7 J- ` - active true
$ Y" X) h; C8 a" ^# D$ s$ q- H - startposition 0 0 0! q+ [3 b4 b- j; `6 A# |: a% `
- lifetime 0 1000
0 s+ q9 @; _0 q2 ]& ?( L* r3 | - animtime 0) [/ f$ d2 o+ G' ~
- bonename "Bip01 Spine" 2 p4 m9 D9 O3 T% i6 J9 R0 _7 X
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
% M6 N( T) G1 t1 ~$ I - alpha (0,0.5) (999,0.5)
4 C3 j: M. D9 g5 s8 T& Y# n - randomstart false
& B0 t2 D2 b- z* w4 q# j& x: b, z - active true
J" F, n( g& o - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
5 i* n- J6 T# J/ o/ l - </control>
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% q; t' W" w) I+ \0 I4 F. @8 s7 m2 p- <control>4 W: d' X3 D5 y" W0 d+ E
- unitid 3
0 \5 D4 }( j% [7 C, v1 V, K9 F- A - active true
. U7 b' E6 q; O Z - startposition 0 0 0
8 Z% P. ^3 y; e' t* H - lifetime 0 1000
# y- A* A6 x: a5 K4 { O& o7 p - animtime 0# q6 W; g) H6 j, z+ l6 D
- bonename "Bip01 Spine" ; p( O. a E' u! E
- scale (0,0.5,0.5,0.5) (999,0,0,0) * G1 Z+ S8 ]: k& x! x# w
- alpha (0,0.5) (999,0.5) , F% P- J) s2 H+ x
- randomstart false7 V: i2 f# f! ^9 i! P
- active true# }) J% m( S6 h1 }$ n& B
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
3 t" H8 n/ d7 m4 y - </control>
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- <control>
' {$ Q3 N: V( d X! ^% ? - unitid 4
% a2 l" l) p9 {% f/ g. p- B8 F - active true! R4 {( Z& l7 h; _- u( @& K2 ~0 F
- startposition 0 0 03 c" [( }; z- |8 ], {- H4 ?
- lifetime 0 1000! x! @0 I+ _/ j1 R* a
- animtime 00 r3 D7 O' s: z! q1 @7 a2 I
- bonename "Bip01 Spine"
/ t+ V, _$ n& t4 D- E. f - scale (0,0.5,0.5,0.5) (999,0,0,0) 2 e0 A. o/ l: K, C
- alpha (0,0.5) (999,0.5)
7 R- x6 o5 m2 d5 A9 ` - randomstart false
! c; s* r( F4 o/ K - active true
$ i, \/ I ~$ g3 L - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0; x; J: A1 G/ @9 D, C
- </control>
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- <control>
% p+ C2 B5 S; T0 |% E - unitid 5
7 ?! n2 {- c/ v l. S2 }; l - active true! l/ ^" `) L0 R# s8 n5 \
- startposition 0 0 0) I& C. K! w2 s* {2 |' ]
- lifetime 0 1000* f/ v3 {1 t. \7 p2 {
- animtime 1
" I# J: I1 X8 \, G& N- J - bonename "Bip01 Spine"
" |( `1 t3 R- H0 r9 b - randomstart false5 m- C- m6 H. s6 M: i1 A
- active true
1 F6 l0 `9 Y' `' g2 F - </control>0 ~0 e3 J: U# b; Y P( i# H
- 5 e9 w& ~+ Q9 l6 ]
- </scene>3 b& c3 a- |) [* J: o
& M) g v# ^! O) S- </effect>
复制代码
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特效.zip
(408.85 KB, 下载次数: 0, 售价: 10 贡献)
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