超级版主
- 积分
- 770
- 金钱
- 228
- 贡献
- 443
- 注册时间
- 2023-11-3
|
# ~ o+ ` @8 @9 ?5 b a9 [' E
: v5 ] D. n( L3 ]8 L8 I a2 m& W P8 R% ?3 \
图片可以任意修改替换为别的图片 # O4 q9 f* {& F+ h2 f& H$ \: q
2 H; c, c; A3 m: O! \$ [
- w/ ^# T8 m9 C3 }; r) `2 I I) r注意下面代码不要直接替换 这个是需要手动增加进去的
6 T) `% D0 { p. o J$ N$ e$ a4 U% X1 V& w% R# _" K L
+ U2 q* L n# C5 {5 \, l2 `effectdata.02
' s8 M+ v3 S( i5 d0 Y5 i- f9 c. c; t! y. i! y. T4 P
- <cate> 1
8 ~# }, m D/ X6 s% y5 B: | - <effectdata> 0
( h5 K7 }, A9 G9 U" k - name sp_yellow_hand1 h: j" q3 @! v0 Z
- unittype sprite
1 W% W# m9 x H" C8 j7 E7 b - billboardtype camera- J# |9 y. c0 P9 P6 V5 V/ C
- tailstep 20 0 0.1 600 false
* {4 c, @% I$ C - size 1.000000
) |4 S+ ]/ m$ Y0 G* J. ^ - backprint false
/ F- Q0 ]/ y e' a9 S( O1 j* v! n - disort false
- P( r8 e# Z7 D# E/ V! G - texturefile Effect\monster\longch.dds' J% D; \. E$ M3 D; M
- texturepack
: {8 P7 y; a) U; r8 j7 W - blendtype add
5 v# U# z! Q. i& C: q - textureloop increase
1 W3 {& j; r+ | i. d6 d - texanimtime 0
6 o2 K3 {7 t! Y, F1 ^ - </effectdata>% `' Q- w" ]# ^
( Q# c- R7 t: x: J: |& [% j6 }- <cate> 7( q0 @4 L9 n3 _6 V8 B
- <effectdata> 0
& ~3 _2 v0 t! J0 S - name pt_yellow_short_light_02) Q9 y7 H9 `4 U9 D1 k/ ]! M9 w
- unittype particle
; J9 d8 Z/ O2 A) p - billboardtype camera0 r8 L2 ^: b. C- f
- tailstep 0 0 0 0 true p2 X# b: S! e2 u
- size 2.000000; T5 I3 A8 n) C* c8 l7 h
- texturefile Effect\monster\light01_orange#.dds4 |& f, G8 J% o5 v, p
- texturepack
- c) s+ p! ?( T1 G - blendtype add
0 \: H0 W0 |4 v8 i) y2 a - textureloop increase
5 ~4 @. |( D+ u) p - texanimtime 0
: p2 x- J5 v) v4 I% O9 |: | - leaftype sprite, w1 ~+ I) q' Y& Z' c3 v% [& r
- activestate exploderange
+ a7 J4 p/ M. G* l6 l5 E. b - lifetime 200 200
0 {" m/ s0 d$ z& T& `5 p, Q, y - emitrate 30
4 `, ~* r) r2 ~" F, F - maxelementcount 10
/ `6 A. o( i, u4 } - addrotate 60
" \1 h: J$ g+ J3 L' j - velocity 0 0) m- d& F! j8 N* r# C! h
- acceleration 0.000000* V3 Y7 x% P0 l, ^- V8 h, Z
- spawndirection 0 0 05 q- ?8 |5 q) W1 }! i
- gravity 0 0 0
% L" [& G9 [2 A0 L - colorrange 0.000000" H, @9 i2 f- A0 r$ i E
- startrange 0 0.5
1 K$ C" j4 H. @- D6 L - endposition 0 0 01 f. A! k/ @9 k: y
- particlesize 0.5 1
. a& c) b% a6 E7 s - followdirection false
0 e- C! M5 o. Z - spawndirabs true2 `% k# t: j+ v9 k
- trianglerender false: Z$ K5 v; A4 k! E
- </effectdata># _% \7 q* u; f* v4 A$ r
+ g$ g+ }* ~( y+ J7 V3 J- <cate> 3% r7 E6 m$ }7 u$ L9 q3 | K9 p
- <effectdata> 05 z! ^* e o5 U. @. `
- name mh_EFFECT_EMBLEM_DRAGON" j1 z# l) A. B
- unittype mesh+ \; B( a; x1 A
- billboardtype camera
! B2 K2 h" A4 a0 y4 C9 r - tailstep 0 0 0 0 false! f* a; C/ @# O' A1 m# q
- size 1.000000
" E0 T) n0 l1 U9 X" X - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
1 H# P3 e! A2 w7 m1 n: n& f1 } - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
F+ k0 Q. o! {: v! v; x& ?/ o - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
" A; H0 d0 z% _ - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
' ~% m! X3 k. [$ S - animlength 03 d. {) ~. a( b8 I1 E7 \9 l
- twoside true( \, ]; ]' H8 C8 l- ?7 ?
- mesh_status 0 0.000000 0.000000 "", b: B/ M3 p2 h0 ]% R
- </effectdata>
复制代码 8 w+ X! z ^4 X& M" \4 g z, W
. m, s# v) r: H/ U
effectscene.02
8 m$ y) Y# z' h+ Y6 C4 F/ s3 Q( D+ J p! r! C. y
- <cate> 5 game& B5 N5 `8 J/ ]- G4 k. G
- # ######## EFFECT_EMBLEM_DRAGON ######### #3 ]( J/ o1 V) J; x, }. z
- <effect>2 ~% Q1 V4 t" k8 B
- id 1181
/ o# J0 x7 F. P - name EFFECT_EMBLEM_DRAGON
" b0 Z6 u2 T- J& l - culldist 2475082071472936200000000000000000.00
2 T/ b7 n7 F t: G3 H' `9 i - <list>
5 E3 h) j. N$ N- m - res 1 sp_yellow_hand. V' Z" ?7 i* N# P) H2 v- J8 M1 u
- res 2 sp_yellow_hand; N0 \9 X4 l* i* t. z
- res 3 pt_yellow_short_light_02
- l# t" _: R. s' ~5 O4 ~; f* E - res 4 pt_yellow_short_light_02) f& q$ ?- z% C( Z. v6 ^9 `4 r
- res 5 mh_EFFECT_EMBLEM_DRAGON8 @: N, U! J4 D7 a( y' Y6 P8 r+ L
- </list>
& d( o. n @: v$ Z8 E7 t - <scene>
6 y8 O+ @% `, |8 | - sceneid 1, Z) X: i! W4 s# h! Y! u2 N
- name 1& j& z, t+ p. m
- <control>
% Q! L+ @9 `* R4 [6 s: ^+ x1 k - unitid 1" h# b( `( q6 J* l3 ]& r7 V Z
- active true
+ l3 Z7 L! X$ q# U7 T - startposition 0 0 0- [6 [% G/ V: D& h5 }3 L- ^
- lifetime 0 1000
9 \2 ]8 K* H1 E2 c2 W I - animtime 0
* S% ~( n; D) O' m - bonename "Bip01 Spine" " x! n7 Q4 k; n+ J$ ]
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
! s5 [$ ?! o; t6 z4 ~ - alpha (0,0.5) (999,0.5) * U& k) }' u* V$ E
- randomstart false
( s! J9 Z( L1 z: Y - active true4 u5 M# N' T, j% {5 v4 _; |' X
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0. A: q+ n# x$ N% b
- </control>
1 E; e2 k3 |" }9 n* ]8 b& u1 P0 }: u - . L5 N5 [& \0 t* e
- <control>
5 d/ K0 g6 N9 @+ q# m* Y - unitid 2
! Z9 x4 ]& Q6 M - active true
$ {& X7 g" X+ `5 X - startposition 0 0 01 ~ j) \* P+ l5 k4 j0 F: L9 n" G
- lifetime 0 1000* @% p$ p7 T& e8 f" a' W
- animtime 0; y5 z) x# v8 {0 J
- bonename "Bip01 Spine" - p$ f$ x( p0 p" W# t; h! R
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 5 h7 L1 _+ y0 `4 J- U) U8 O& y r
- alpha (0,0.5) (999,0.5) 4 G% z: _. d8 ~2 h: A) `" B2 O: S
- randomstart false
0 ], J: } i. Y5 H# c: ]2 f - active true: L# [1 a8 i# Y* |
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0, h1 \3 G* E* l' } c$ g
- </control>7 E5 V. D7 Q1 l% i
3 h' Z) r8 c9 D' T4 m$ v' _- <control>
% i% [, P. [* { - unitid 3) n8 I% S# P; R
- active true* d- ], c, W3 L5 }: N, T5 |: y
- startposition 0 0 0
h: C( C0 W/ j4 ^ - lifetime 0 1000+ R; ^: g5 E; e. V" g
- animtime 0
" i. V7 R- b q: x n$ v# L; v7 N - bonename "Bip01 Spine"
6 h5 R3 O$ R! t8 ^# C - scale (0,0.5,0.5,0.5) (999,0,0,0)
0 ^; ]; y3 `7 v$ J/ f. F/ P4 X- j - alpha (0,0.5) (999,0.5)
$ J' E9 l" |5 }7 d- a# v - randomstart false
( B/ a6 k' s! c) d1 n1 I* |* B - active true
7 |. _5 e. H3 a - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0' `/ e8 J# G5 W9 h
- </control>6 J _! ]$ d0 o: u, s9 r* v% ?
- . I+ ^& w' \* H) u3 G
- <control>
0 q6 D4 ?+ S9 S, ~7 o: @5 v - unitid 4
& ~- F& ~1 j0 F) m7 e - active true
- P" Z9 W$ i3 w# {% m* ]9 p4 a1 w - startposition 0 0 0
% e; x4 ?0 ? W* ` - lifetime 0 1000
0 _" T' g+ p5 p3 E( k/ K - animtime 0+ N& ^" Z4 X8 h! d
- bonename "Bip01 Spine"
6 J2 G1 B8 v) G; u7 Z - scale (0,0.5,0.5,0.5) (999,0,0,0)
. A5 I, `8 y4 T! b - alpha (0,0.5) (999,0.5) {4 e8 G# v6 |4 t- p
- randomstart false* p8 ~% [. X7 D' Z5 X
- active true/ j4 y6 A3 [* A2 k6 D5 F& Q
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 02 _7 `) j+ ^0 M* U" P# ~
- </control>4 V" I/ A, Z# k6 U
% B: A# o( [0 ?- <control>3 H5 V! X4 ?; q* z
- unitid 5
( u6 K6 I' L7 X- L8 } - active true
. u) Y5 h4 G5 z$ M: w - startposition 0 0 0
) Y& f$ I, C* ^ - lifetime 0 1000' ~$ I9 L; Q- ^
- animtime 1
$ p7 [) Y1 _$ X - bonename "Bip01 Spine" + o* C- |. q Y) f& P: H+ j
- randomstart false9 M3 e/ A: n: p l8 }
- active true
. x* E! k4 X2 y- W0 L; _% t - </control>
5 }2 o- {" W3 c1 \- H( t( U( w
* e) L5 e2 p3 s- </scene>0 `8 q2 Z" F/ F$ O9 z/ U" W6 m
" R s2 f, \% V4 \4 a- </effect>
复制代码
" [/ G, B9 X5 z% ]
1 A) g8 t/ m* A, F% H, N
特效.zip
(408.85 KB, 下载次数: 0, 售价: 10 贡献)
: C% s4 x! N& K: k1 [) s1 D/ M$ }' g
|
|