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7 B# }% h, E0 X* g- Q- P" r1 A图片可以任意修改替换为别的图片
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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
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8 `9 n+ q8 F( M( G* V; P/ N9 ~- Deffectdata.02. u" B, w5 b6 a, E j6 S
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- <cate> 1
* g7 R# k% p! v# n - <effectdata> 0* O( ]) }# e0 f6 M5 m# r: \
- name sp_yellow_hand; l" d+ v: h" f* O8 v
- unittype sprite! V0 P7 F D5 }2 y' l6 I3 h
- billboardtype camera$ Y: n* U" @+ q( r
- tailstep 20 0 0.1 600 false; M- @! i- D4 X# `) W
- size 1.000000+ W) W2 L3 G @+ C5 q/ i
- backprint false; w% S# F% [6 @" d' v
- disort false) J2 p# j) r) G3 v& i8 K
- texturefile Effect\monster\longch.dds' w6 G- [3 C/ H
- texturepack ! ]( {0 {2 l+ ^' e9 [) X
- blendtype add# @- k% o" U. _) u) C. h7 [
- textureloop increase
+ C0 [/ O) f1 |. A - texanimtime 0
& Y5 W" |% B; v& n7 C/ i - </effectdata>+ I9 D. U, G8 X1 w* }* k; J8 Y
7 D5 V* D- n: U( T9 p- I0 w- <cate> 7
3 `7 k" v. n. E a6 X - <effectdata> 03 X3 W% z2 D) e' ^
- name pt_yellow_short_light_02
; w; g/ Q3 d. m8 i6 h. O - unittype particle" \6 l9 I. C7 W/ Z& S
- billboardtype camera1 @) L. b8 r$ T
- tailstep 0 0 0 0 true8 ]1 A5 J8 q+ J) l* c( r! s
- size 2.000000& o: {& l9 Z+ w2 B/ J: H! H+ p) b
- texturefile Effect\monster\light01_orange#.dds
! ]& {. f d! T: y# F; L' f) g - texturepack & A1 X0 y! \6 ^- ]% @9 { N6 ^
- blendtype add3 J! {$ p4 w P8 T1 Z$ j1 ^, m
- textureloop increase
) w- D7 Y/ x) N - texanimtime 0
" n# P- @; z" f: Z - leaftype sprite6 M) N) ~9 S# V" g1 {9 P/ v
- activestate exploderange+ s6 M, k9 e. L
- lifetime 200 200
8 J7 \% u: x( k8 s, j, ~0 x, V0 C, k* h - emitrate 30
3 z/ \+ v* z3 Y* M4 u - maxelementcount 10
! D/ G; a. j* z9 @. ]5 Q - addrotate 60
; p i: L. [, v8 I4 ~+ m# h; M5 f - velocity 0 0
; L7 W! k6 Y( C" ?; p- A, P - acceleration 0.000000
4 O& e! H3 S8 s4 g5 g' u h( L - spawndirection 0 0 0
/ n5 v# q. y0 N# n3 N( T - gravity 0 0 07 W1 h0 g$ f* O# d; y: Q3 Z
- colorrange 0.000000
" x a, s7 q/ ?* I - startrange 0 0.5; h; W# N: ]( ?6 i
- endposition 0 0 0
9 J, A j8 N6 ^1 s$ i' c" p - particlesize 0.5 1
- w7 ` Y0 y. I N - followdirection false$ b$ t2 c4 u' V' [* T
- spawndirabs true
: c# s# k( K! J6 S - trianglerender false9 S5 }4 o" K6 e8 G8 `/ o6 \) I; l
- </effectdata>
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- <cate> 3% I# O" c: U" Y; t; x) c
- <effectdata> 0
5 t% q) G/ @+ z0 L% w - name mh_EFFECT_EMBLEM_DRAGON
& w( Z( t) o: Z& V& ?0 Q) x - unittype mesh
1 h6 b) l' x) u' o# x4 S - billboardtype camera$ K, H1 ?& \" ~; B- n( b
- tailstep 0 0 0 0 false
. i$ Y V7 d" K& G - size 1.000000 h& n# B+ R: z2 x8 N4 v3 f
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
, y" V( e" p% V" Z6 s; C - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
" T$ y0 p4 D' E# T, c' }: o) t - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
|' W/ V$ m X: f8 w) l9 I4 k - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel( J0 b# t+ u4 b" H' h
- animlength 0: \. b& Y5 V. @$ \0 F, B
- twoside true
3 P$ }1 ?- f& |9 o* G; R - mesh_status 0 0.000000 0.000000 ""
6 N9 T. W/ `4 z D - </effectdata>
复制代码
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3 b% C6 X- @ \' d: _- V/ Eeffectscene.02
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- <cate> 5 game
9 W7 ~% Y/ f" f) |/ F3 f) H - # ######## EFFECT_EMBLEM_DRAGON ######### #" l/ f2 ?# m$ \7 U
- <effect>
9 K0 R" B0 }' B - id 11810 u- f+ y. i/ O) M/ f. O4 y
- name EFFECT_EMBLEM_DRAGON j: l( g: \: p7 x% c- a
- culldist 2475082071472936200000000000000000.00. i: i9 H: Z- l0 M
- <list>
* E) ~- S4 K) ] - res 1 sp_yellow_hand& J$ t! m! N. d
- res 2 sp_yellow_hand0 G0 R% }8 E9 t3 X7 K
- res 3 pt_yellow_short_light_027 k! I( _1 G- t8 H/ \
- res 4 pt_yellow_short_light_02
8 M" d. E+ t; Z- I9 k - res 5 mh_EFFECT_EMBLEM_DRAGON% } a$ l U( \# a2 J1 Y
- </list>. f9 d% I0 I# d# ^9 q
- <scene>
8 f1 x! K& p" f - sceneid 1
F$ _% x# r' X5 F6 {: } - name 1
/ l& m9 ^9 n, v - <control>
( X! e! s V% M, q% D7 [ - unitid 1& O; t/ |4 ^5 v/ K, a2 t. |5 I4 }
- active true8 ?, I) i6 F6 u2 Q- v3 X: D9 h( h3 h
- startposition 0 0 0, Z9 A9 |0 t% s
- lifetime 0 1000
5 @) S) Q z( F9 Q; P8 H - animtime 0. l0 r& V. q* C" ^; Q
- bonename "Bip01 Spine" ( v# o* P5 }! ?8 j5 h
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) - P' Z: _7 e( q& b" L. w% d
- alpha (0,0.5) (999,0.5)
& f4 ~# R* q& k' e - randomstart false8 r% C' f2 ^: Y0 w
- active true8 r$ C" ?$ Z7 e+ ?
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0' ~" f2 U$ L1 X0 B" k( g
- </control>
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" h( {+ j, k/ n4 _+ ^, `- <control>( L9 ~' |0 Z4 Q6 ?* P c; l
- unitid 22 I2 q0 y% U" _" z3 J
- active true
. t# D7 Y9 B- [- e. f# l - startposition 0 0 01 ]) q; q2 ]( [9 o4 k
- lifetime 0 1000
4 b0 i( ~ F: G1 J3 u - animtime 0
9 Q* Y! n% s" `" i7 S - bonename "Bip01 Spine"
/ H+ D; H6 j& h5 U8 t( g - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 2 v. Y6 _8 a b3 h9 G+ A
- alpha (0,0.5) (999,0.5) : m" _! T( u. B8 s. s. W; O
- randomstart false5 p8 w8 ]% L3 L' K0 W. s
- active true
+ l) v7 K n; ^8 d5 R# m - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0/ v$ ^' F; Z) W# n
- </control>0 ]0 }7 H6 `0 y5 |- [1 I
- ( s0 S: v# g" l4 ~' B
- <control>
/ ?! R& a/ Y2 F: x# d( f3 n. M$ w - unitid 3* K7 z' n1 m6 f5 }2 K* z
- active true, \ i, L% r4 u$ E. r( P% N
- startposition 0 0 0- _) h$ g5 |9 g0 O n# L- q# ?( R
- lifetime 0 10009 h; t, X; J. ^8 t
- animtime 0
J! x; N% @2 _* [$ M - bonename "Bip01 Spine" : l) {% G! ]! L* ^3 @
- scale (0,0.5,0.5,0.5) (999,0,0,0) 5 ~; |% u) L: G5 Z$ g
- alpha (0,0.5) (999,0.5) 4 E9 |' L6 Y. \( O ?: m
- randomstart false
1 ^9 }. h) A1 u- r# x - active true
+ H9 q3 w" c" n. O4 u - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0/ P7 s T/ w$ X+ |) @
- </control>3 T# Z& C6 o" Z+ }, ?' c
+ X9 [" G! ~2 {! e& d- <control>
6 J8 G8 |0 T8 ]9 }9 K7 Q - unitid 4
3 _8 ]5 |: i% e5 r3 c - active true o( |! P3 r' k( M( H( Y+ a; G; }; t% E: [
- startposition 0 0 0
' U Q) K+ U. O% M - lifetime 0 1000: _9 J' P3 _7 W" {4 I3 ~
- animtime 0
, T2 X" o( T& B8 w+ a2 K - bonename "Bip01 Spine"
( I; w' R# t2 Q3 ?0 e/ Z - scale (0,0.5,0.5,0.5) (999,0,0,0) 1 a* E& B! f1 q! ^2 [# n/ H1 @
- alpha (0,0.5) (999,0.5) + E2 s% [" a' l6 q
- randomstart false
- K' r. q$ ]1 q$ d - active true3 ~5 Y6 w$ f8 Z, m+ e5 U' Y
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
: p# `% y$ z3 m b6 P7 m- m - </control>
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1 Y2 M0 w8 N$ q- <control>
+ V. C4 |' W X: v: O; c% L* m - unitid 5
( c, s( H2 `, S- W! u - active true
& `) ]3 a" {7 {1 F5 i: H - startposition 0 0 0# n) B; g \; A3 W/ q. D( b U
- lifetime 0 1000
9 v% O7 o, ^/ L O - animtime 18 ]8 d. t7 E& Q, O! Z- s9 W
- bonename "Bip01 Spine" % X$ v! M# P0 @. Z' ^# b& b
- randomstart false( X' `5 @$ L8 O z' w- U5 p
- active true( l; g: O8 G3 U7 s; H; z! T
- </control>
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: X1 ^) @: I9 C- </scene>3 j% h1 p# R! i1 q! [/ s# V- s
- " ^( v- W$ U/ F7 e1 h% u6 u
- </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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