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- L- f' \1 u" P, ]7 k( U/ N图片可以任意修改替换为别的图片 * X3 i; M5 K4 K" R; E6 @
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! A: |2 P) \7 S' X5 y6 Z2 H# x# U注意下面代码不要直接替换 这个是需要手动增加进去的& D, q& S# p; z' k _3 u
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effectdata.02
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3 D% X9 ]9 ^ K3 h- <cate> 10 V/ Z3 F7 x9 T, J) E
- <effectdata> 0
3 T* e7 ]( v& Y% C* \ - name sp_yellow_hand
/ Z4 N! s+ Y% N) r2 Y$ L5 { - unittype sprite
5 h+ ^7 {% [2 y8 U% c- b5 r - billboardtype camera
4 M/ T8 u' h9 g6 g7 K - tailstep 20 0 0.1 600 false0 R$ k x$ K* x0 A& H& B2 E2 D7 K. c6 K
- size 1.000000
* {" ?8 A* Z9 s$ a - backprint false7 R) E- q9 l( a1 m% Z
- disort false8 ~) U- l ]* e6 G4 ~4 y
- texturefile Effect\monster\longch.dds
' \: B$ `7 A& Y2 }$ e$ S+ { - texturepack
3 M# e! v/ x8 C/ ]) N - blendtype add5 s0 ^8 m5 K8 v r5 @& j% o* h
- textureloop increase
- W- K3 O. D, `# U- j - texanimtime 0
9 j6 J6 e: z' \( [ J. b2 v: w5 f3 Q - </effectdata>
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$ A. n* A C d1 L9 R- <cate> 77 X5 y& m% b$ M+ P
- <effectdata> 0
4 `/ {) i: J6 K; @ - name pt_yellow_short_light_02
( I* Y1 |& V* n - unittype particle- X( X9 S& `6 H2 u" [
- billboardtype camera
. a/ H4 v. p. Y6 R& u - tailstep 0 0 0 0 true/ l! u$ T7 J0 o5 H+ l8 s& U+ F
- size 2.000000% f3 D/ w) E8 }( }
- texturefile Effect\monster\light01_orange#.dds
6 t! e9 P" \+ f - texturepack
1 {3 Z$ m) i' u" x$ X3 ]# D+ h0 ?) x - blendtype add' b# q. c! X. u8 Q9 ]5 ^
- textureloop increase7 |& a% E8 i4 [ R! o& t" b
- texanimtime 0
% B0 y/ p( u7 q, X - leaftype sprite
" H* Y5 F3 a1 a* |) M - activestate exploderange
+ w8 ^/ _2 h6 _1 V) m3 } - lifetime 200 200
, n- {2 s8 m* H! `8 c8 s0 K - emitrate 30* q9 x1 B* B3 O, x
- maxelementcount 10# ^, _" K: G o
- addrotate 60
; {2 _7 u" b9 \, c! F- F - velocity 0 0% d, X" E; P! K& v. _: D
- acceleration 0.000000% C2 G7 u" R& ?, J
- spawndirection 0 0 08 R. l7 \) q7 A
- gravity 0 0 0! ]" o& u4 ]# f2 r m3 l( E2 a
- colorrange 0.000000! H" {! `, e9 i' i8 N# `
- startrange 0 0.5 b4 L, L+ m% l, c
- endposition 0 0 0
# o0 V% K* m7 K' b( D0 L& } - particlesize 0.5 1
) m& L$ }3 `% G0 L - followdirection false: L0 Z) @. Z& w& g& M. R" i9 B! W
- spawndirabs true
7 ?, l. U1 \" \1 ] - trianglerender false
* t& h" \) k. Q: ` - </effectdata>9 s; _! f5 e3 L6 {- J0 G- @
- / a# V7 C2 e' n9 X- h4 ?) Z, e9 v3 v
- <cate> 30 K0 `$ g" U$ M: u. ~
- <effectdata> 02 K! {- _1 e% K3 T
- name mh_EFFECT_EMBLEM_DRAGON: t6 P1 y" U5 T
- unittype mesh
& M% A' b) N D1 r, C - billboardtype camera5 K, I* D( ~8 v/ k
- tailstep 0 0 0 0 false
2 \+ h7 D1 l9 M3 z - size 1.000000
' e1 N0 Q' S2 y- A - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
, y) G. U" X# X, |. I- ]8 h - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh, q% x0 O7 v2 B
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim, K% |6 P! v; v8 y
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel# ]; Y. k$ G; P
- animlength 0
* J. R9 I( E( A- j# a# N0 | - twoside true( o# N* P. H3 S: r# n$ |
- mesh_status 0 0.000000 0.000000 ""$ {* |$ u5 M( m
- </effectdata>
复制代码 " }* K u4 l) Z5 N& n* G
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effectscene.02+ K- S3 _2 z# Q
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- <cate> 5 game: S) |3 t& K. ]$ h5 l g. q
- # ######## EFFECT_EMBLEM_DRAGON ######### #
4 N% X9 ]* U+ r; } - <effect>
2 O8 p& A5 N3 v- Y' _# A+ o - id 1181
|9 _5 h4 X9 L, D! [* O - name EFFECT_EMBLEM_DRAGON5 }. C# r" W# n, k0 p
- culldist 2475082071472936200000000000000000.00+ k% E: R |' t
- <list>1 H! r- e. h% T, Y- P* I3 K1 i
- res 1 sp_yellow_hand% S* o( M8 m7 G+ U
- res 2 sp_yellow_hand& i2 Y) c/ V' [' [0 s2 ~0 h; I- ~
- res 3 pt_yellow_short_light_02
# E; U) k8 U$ u0 A, D, J! s0 _ - res 4 pt_yellow_short_light_02
1 A6 a; ?1 J* p, ] H, i3 L' B - res 5 mh_EFFECT_EMBLEM_DRAGON8 V% z# y; G: ?* S3 c1 t( r5 f- M
- </list>8 t" ~$ N5 e4 w; q5 G- b
- <scene># X$ k( V$ T! p4 b9 k. V
- sceneid 1
2 a1 E$ S, h0 P8 @) ? - name 1
0 h- H8 O2 K- L( |. ^ - <control>5 a6 k9 A4 c4 x# H- ~1 w5 h1 ^
- unitid 11 ` s4 G' ` f# ~, m$ j9 C
- active true7 Q$ N' H% \0 D/ G' }& c
- startposition 0 0 0+ x x2 m2 w" `! T, _$ X
- lifetime 0 1000
0 `0 P8 O p) g- r - animtime 0. H- t$ _, h7 ~
- bonename "Bip01 Spine"
/ j, W: {0 m: t+ @2 `# |) q - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) " h b: K8 _0 H6 \: Z" _
- alpha (0,0.5) (999,0.5)
$ T, s# P+ M# v& g; p/ N - randomstart false1 M8 l" o. y1 s/ b- c7 _4 D
- active true% H8 A8 ?9 B2 ^! O/ L3 `" m
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
/ z p9 H# Q' } - </control>" U! J% Y3 f2 t9 p
) D* I# m0 K, R; R5 S3 b* h- <control>+ |4 s* f G+ ]; O1 `1 y
- unitid 28 v' ~+ }9 G; t) r0 Y8 n6 v
- active true; [4 L* C8 I- a0 Q L
- startposition 0 0 0
; l/ m7 X: k1 w4 ~ - lifetime 0 1000
. h9 u$ u+ S A! r: g - animtime 0
$ ^) y; U4 \$ f. V) L* B - bonename "Bip01 Spine" 5 ~" ?: D1 I; f- b* X* A0 @
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
8 `! s4 [0 Y7 @' B, E - alpha (0,0.5) (999,0.5)
6 u4 B# W5 v0 k0 m8 z, d" Q4 ?' [4 M5 q - randomstart false
" \: ~$ o+ U4 @9 s' o* i - active true1 C7 K' ^' t6 s. C
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
7 C, T4 q- {/ \+ R( h+ |# B - </control>" O m9 B3 q! M
- 7 Z' a/ h9 u* l: K
- <control>) G1 M( S: E9 U" Z8 L: t
- unitid 3
- {% e! N: I8 L - active true
# ~) T: @$ |0 b+ a - startposition 0 0 0
& V/ X2 {$ ^ m. g0 [ - lifetime 0 1000) H8 Q/ a+ n- M
- animtime 0- }6 y0 t$ y7 ?6 [1 M! _$ a; V/ D
- bonename "Bip01 Spine"
( i" L E: J5 u3 R - scale (0,0.5,0.5,0.5) (999,0,0,0)
, p J: u' i, a+ } b _; v2 t - alpha (0,0.5) (999,0.5)
0 F+ G% P& D( p3 t+ C/ S6 |5 j - randomstart false$ V1 e! Y' }' [' B0 H4 C
- active true+ i% R( j9 j7 @
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
. J% O: {3 t' A - </control>* h# H( B4 D- Y4 T1 y
- ; d7 P2 y N3 P, d2 N2 g0 S4 f
- <control> X5 m& K% J! Z$ Z/ ?8 o2 G# s
- unitid 4
5 q0 G6 H* s; N2 D9 F# z: H - active true0 m, N4 l" s$ v q5 N* [
- startposition 0 0 0
1 T4 R8 D$ o" e% ^* N. \ - lifetime 0 1000 R% k. ^1 g4 B* f# h
- animtime 0: ~+ L: n, x: N4 i3 z+ }3 X0 ]
- bonename "Bip01 Spine"
, @2 l; S6 e$ T5 X2 o - scale (0,0.5,0.5,0.5) (999,0,0,0) 8 D, _. g, f. ?7 v ~
- alpha (0,0.5) (999,0.5)
! ?& w# O& |! C+ C+ k2 d0 E - randomstart false( z+ H3 Z1 l, O0 C1 x
- active true6 O; S: Y9 S: d. K; a) E4 t
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 03 e2 [* m# P/ d
- </control>
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, z5 |& c/ D V+ Y. U- <control>
) }' _9 H- M% i3 q2 N, r% C7 g - unitid 5
5 h5 ?; N! {' w; I: M B - active true
) ?; n/ U2 [* J) w9 F5 A1 o - startposition 0 0 0
$ z/ I+ L$ `# T - lifetime 0 1000
/ o! `$ ^* L" s3 F+ K - animtime 1! p7 ~: Q/ r4 c2 W" t0 x
- bonename "Bip01 Spine"
* L9 g: t+ V- d: I: ~ l4 o" V - randomstart false/ r# j( `2 _, |/ q
- active true
4 f. n: W5 D+ y! v4 E& D/ Y - </control>6 i. |& C0 F1 _; Z7 w% _
1 ^. l$ V. z P3 E. E4 n) }) ?- </scene>
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& H2 H2 |* @8 @- G, X1 r- </effect>
复制代码 9 e7 ?' U' i# M# n7 S" u. S1 J
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特效.zip
(408.85 KB, 下载次数: 0, 售价: 10 贡献)
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