|
|
. b! u6 C1 G6 X
9 R; w1 e4 Y- e ^0 M! W: b
' I. w+ \. d" g
图片可以任意修改替换为别的图片
- V( D5 w6 Y3 X' j- {4 H& L1 W. Y1 C- x( }
) `" j# W1 w, f3 k F3 m# n
注意下面代码不要直接替换 这个是需要手动增加进去的
7 v& T! r( _: W" l4 C9 C! y& U; g" I
. n3 q- j9 x) W- }( B) t- j+ S
effectdata.02/ E) c& O7 [ j
* o5 B5 Y# ]% H7 ]0 d }" X$ G1 S
- <cate> 1$ Y9 u) X6 F! j9 K7 v# t
- <effectdata> 0; n6 G2 j, `, P4 B. q
- name sp_yellow_hand3 i1 q6 I; H' n. f3 i [& u
- unittype sprite" H) @6 p: s# h+ A: ?, P
- billboardtype camera r6 _5 S; m0 K
- tailstep 20 0 0.1 600 false
6 ]3 t4 _0 T7 R9 i7 O6 ^) j - size 1.000000+ ~7 \2 P+ V7 F9 W- }/ C
- backprint false- B, ], a) y) ~/ _. d# y
- disort false% A1 f& {4 s- A1 T0 b
- texturefile Effect\monster\longch.dds! d9 f6 G/ G' b; p: {
- texturepack - x& Y# m6 D5 r0 G" L+ ~8 q$ q
- blendtype add/ d' |- r, o2 j' ~3 I
- textureloop increase
" [! N& t7 ^- k- W3 U& M - texanimtime 0! I$ g, k( `$ ^4 k) M% o
- </effectdata>6 l4 y( j3 j7 s* Q0 m7 H( E
- ( w* j9 T& n0 ~8 \$ ]
- <cate> 7
% v1 v* _ @7 q( E2 ~- ` - <effectdata> 0
6 q+ ?. p8 g1 J# Q - name pt_yellow_short_light_02
0 Q6 |: M% Y0 `6 D - unittype particle
# [9 I$ g h( j( m, Z - billboardtype camera
' C+ b2 w0 i/ B2 @0 f0 } - tailstep 0 0 0 0 true
' v6 z# c9 M* b2 R3 {+ E! C - size 2.000000, W7 |( S/ a( N, e
- texturefile Effect\monster\light01_orange#.dds
2 Y' n) L/ g1 p( u - texturepack 5 Q p' O% T& w( w+ T4 R1 e
- blendtype add c. Y+ }) ~- @
- textureloop increase
. [, L9 F" p, ?0 X! L$ \3 L3 Y# Q - texanimtime 06 Q: {/ y2 ` m- c9 b8 X6 z
- leaftype sprite# d' {5 E& ]0 e* y2 H) q5 V
- activestate exploderange, D# p, W+ S3 }( y1 U
- lifetime 200 200
5 Z& M& H7 ?/ Z v - emitrate 30( E2 c* G8 z% X$ m9 o$ S6 u% A
- maxelementcount 103 {( y& Z6 i& I0 @ t
- addrotate 603 I7 ]. S$ M- o$ Z4 x, ]
- velocity 0 07 u# ]. X- v8 {2 Q
- acceleration 0.000000
% m1 Q% y! ~( X% J: w" c. E; _ - spawndirection 0 0 0
& G; {, {+ T; [ - gravity 0 0 0
, S# S4 Z" t3 T1 y8 |6 I - colorrange 0.0000007 p9 Q* v$ q1 \* Y
- startrange 0 0.5
6 T/ y% e5 U9 e4 R3 r# L) o$ s2 Q - endposition 0 0 0$ v* c R8 z7 d' \: b
- particlesize 0.5 1# ^& u; a, V8 w2 K
- followdirection false
- a6 h/ O; B7 ^0 @* Z - spawndirabs true6 R, S. O1 D+ A$ V) y. M! [. [
- trianglerender false1 T4 V# ]3 N; S* ~4 d
- </effectdata>
' Y" v' t% w# i6 [' o# C( k
4 k5 A3 U9 j G) B: m- <cate> 3
5 B) \" L4 M& O1 a5 q( M9 N& q- R6 G - <effectdata> 02 `3 f7 F' O; \' }; x- ?, {. S8 o9 Z
- name mh_EFFECT_EMBLEM_DRAGON
$ _. h | [. `! D - unittype mesh
% ]8 B. ~, U# \* t Q" X( G - billboardtype camera% Q }, z, i8 Y) \- N" m4 X0 G
- tailstep 0 0 0 0 false
8 H7 p' e. L1 h( Z9 Q y, g - size 1.0000002 m# p) N' H% y5 K
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
& a. H; @: A" ~. Z) y7 y0 N - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh" Z! Q& T1 h" x- N/ S
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim1 ]3 f" D5 A) Q8 w- J$ x
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel9 H* f- v4 e; y) t
- animlength 0" O* x0 |3 X. C8 P" c- Q2 ?& J) O7 D
- twoside true' x& l [# N. a& n. j
- mesh_status 0 0.000000 0.000000 ""
* b! T$ ~* r0 N2 C% o - </effectdata>
复制代码
7 j# a- t8 p r* I. ~+ A/ A
, l2 W0 r$ M; R/ j& z' w- jeffectscene.02
! {2 R& e: G5 K0 q8 S
. _, B4 Y/ v' p0 L% k6 B7 V- <cate> 5 game
; q) o, a) Y6 J - # ######## EFFECT_EMBLEM_DRAGON ######### #
& ]7 s6 g0 w: i+ q5 m# b - <effect>9 Y! S" |$ v" N, T7 Q3 ?: P# G; p% g
- id 11810 M0 h! u1 c i% y
- name EFFECT_EMBLEM_DRAGON
2 @) T1 m3 @3 E. V! m" L, ~ - culldist 2475082071472936200000000000000000.00$ l8 ?$ w* f: f/ \, I6 S
- <list>, H* B8 b3 A0 @8 ^( c
- res 1 sp_yellow_hand! T6 A! c" U6 \' a7 Z5 l$ j
- res 2 sp_yellow_hand
* L3 O/ P7 y$ g @3 C/ r. ] - res 3 pt_yellow_short_light_026 d- ^/ L) v+ c% {
- res 4 pt_yellow_short_light_022 O, s$ G3 K- ~8 b# T3 F9 F: C3 ~
- res 5 mh_EFFECT_EMBLEM_DRAGON! l1 x1 t2 K/ M0 H3 Z% K# x
- </list>
) U& y2 b: s3 v - <scene>
# C3 T7 E1 Q; R ^- Z7 Z - sceneid 1
- v* |9 g- I J7 T" H- r - name 1
# C. J$ ?2 ^4 B& G - <control>% D$ ~7 p! D, d& W9 |' d ~0 s
- unitid 11 X' c/ O; _+ X( u* ^% e w) |9 y
- active true
$ [) c8 j: V9 z) x2 D - startposition 0 0 0
& m4 h G4 Y1 l3 t/ y. ~- d* u - lifetime 0 1000
5 r$ u6 A3 b5 T+ t5 M3 ]# M9 r. o - animtime 0) n! s8 F- ~& X
- bonename "Bip01 Spine"
1 `7 [! Q7 t# q6 O& l - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
! A! [2 l+ D$ c) c& p% E - alpha (0,0.5) (999,0.5)
+ m1 X3 @/ T/ x4 u - randomstart false& X. S) ^ m) Q" F# A& Y" l
- active true
! T: T2 Z# j$ N' V* M# T5 B7 C - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
& H2 }: { C6 w# ]% F+ A - </control>
9 ?2 y& {6 x. u! s4 d0 {# a
& F' v8 L/ W8 L+ h5 w( I( h- <control>
$ X4 _- W9 n H+ U& C - unitid 28 t( r- j' S* m6 m- F3 m* ?
- active true
! V* _3 D/ _- Y - startposition 0 0 0
3 ~; r6 z! u6 q3 E# F - lifetime 0 1000
# }; u5 H6 s& B - animtime 0
* b. E1 U1 c$ C% |$ A - bonename "Bip01 Spine"
6 {. I; u: B0 j# y - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
# e; T$ }& C' z5 I/ v7 |% I" Q, d$ p - alpha (0,0.5) (999,0.5)
8 k' \/ e8 f6 M: o - randomstart false
7 O' J, r" J% ]3 l$ m9 N - active true3 `0 ~1 M* q3 d; B" i' f
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0 E( Z1 G7 a! D9 }* }6 ~# t# p
- </control>
8 u% q' Z3 Z: C# i+ ?6 x - 5 p& q* @& @ ~* g+ y a
- <control>+ j- R! e3 ^% D
- unitid 3
# q5 P- d' M4 y, t2 U7 f, | - active true; _) O2 ]- B) |$ Y6 S7 _
- startposition 0 0 04 W5 N8 O$ N' T' ~" V
- lifetime 0 1000: d s% i( p0 x
- animtime 01 [# w/ b. V+ Y
- bonename "Bip01 Spine" $ O. G3 T# ]" _) d( n
- scale (0,0.5,0.5,0.5) (999,0,0,0) . a. m1 J6 _4 G3 C# ^' `2 E* n' \
- alpha (0,0.5) (999,0.5) 6 h6 }5 Z7 {& R3 ~+ R9 E
- randomstart false0 ]1 J' z, N$ t* W0 j* D Y
- active true
: b1 h% a5 ?0 {9 n2 c7 o7 A - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0+ f% i6 n4 u, ~* b, g$ c. [
- </control>0 a9 N4 H5 ]' x9 {1 Z
- 3 ?4 G* B: O% ]: \9 v( ]
- <control>
. S9 S6 X* n, ?/ X% n - unitid 4
% |- n$ _7 J1 }- V9 @$ A1 t( x - active true
4 T) P+ q- x% A& p* w& Q% G - startposition 0 0 0
$ v. D P5 W7 S1 F2 J - lifetime 0 1000
) ~" D' k: H; a x - animtime 0
$ M" a! \' S! M9 |+ j+ @ - bonename "Bip01 Spine" 0 O% o6 v' g8 y3 c1 v @* @- I& |6 W
- scale (0,0.5,0.5,0.5) (999,0,0,0)
' T# i& ~+ s5 D# c O' ] - alpha (0,0.5) (999,0.5)
. H7 X* P2 ?& W4 c$ ^ - randomstart false
+ ?1 E" b& }7 ] K4 n4 ? - active true
* s; @4 d# |. B8 w* B& j - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0! g" k0 E+ J4 ?
- </control>
, N+ l/ ~8 s3 L4 z, | - 1 r' R7 n O3 l3 h7 r
- <control>; M5 b# ?1 D) Y
- unitid 5" N& C3 f( w( r m- V& V: B
- active true
8 l! u8 F& l% q7 Z - startposition 0 0 0# q0 s, g% H- [
- lifetime 0 1000
, f! U" t2 w/ Y/ M; O - animtime 13 s$ v3 E& V2 ^6 F& [6 r) r
- bonename "Bip01 Spine" ; q3 b- _# ~0 I: |3 Z: J
- randomstart false+ z) `! [/ D' c1 a
- active true
1 t( W( {+ E" Z3 q* j+ I( i - </control>/ e0 d3 w- q) N
- L0 ]6 w& W, k( }8 S- ^( ?
- </scene>. X5 a [3 C' g& b
- / v- f: m) h8 J$ b- x
- </effect>
复制代码
' Q9 K% R! a7 ?$ v2 h! ~+ L. K& k: W1 y; V6 R' l( T
特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
* j3 \( R+ w+ u! c
# A" i; b8 e# q! F1 S
|
|