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/ v: a7 |: `: m$ b4 n& d6 d d2 O, u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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" ^* z- T% G! a' T/ Zeffectdata.02
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- <cate> 1
# v. Q7 z& `; e: A5 A - <effectdata> 08 P/ B3 s: s5 e5 ?* J1 ^$ S7 d
- name sp_yellow_hand, s7 K, W6 ]1 W/ P
- unittype sprite/ b$ B' s1 [2 B o
- billboardtype camera' Y: R5 ?. |+ X8 H
- tailstep 20 0 0.1 600 false
5 \* R4 _5 {6 {0 v: Q' G" O - size 1.000000& [8 F3 ]$ |% _( ~: d4 S! V+ e2 u
- backprint false
9 v8 a6 E! U) P8 R# C$ Y6 b7 y3 U$ b - disort false
# d7 K' t U! h' l - texturefile Effect\monster\longch.dds
/ {4 S ~/ z: D! i W - texturepack
0 u% ?/ C( @( O; S: A0 b* e s - blendtype add
. [. ^3 `( _3 G& o) U7 y - textureloop increase4 _1 n- [# p( L" [: _1 P
- texanimtime 0' e7 d0 d- @0 @5 |
- </effectdata>
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1 u4 c: J0 O8 E& M0 J; _/ |- <cate> 7
2 \5 t$ L' p- F) y6 } - <effectdata> 0% c5 U+ d6 ]" X
- name pt_yellow_short_light_02
0 Z: d, l0 G8 z0 ^. y0 U7 ? - unittype particle5 a. h7 i4 s8 G
- billboardtype camera
8 [4 K5 o1 S( a% n' `) r5 B/ B - tailstep 0 0 0 0 true! ~# @6 C5 J& I
- size 2.0000008 @9 f( P& Z$ v k( Z
- texturefile Effect\monster\light01_orange#.dds7 w$ E# B! x" c. Q9 E1 g! E
- texturepack
- {( W7 B7 ^$ s" q: W9 R& k- ~ - blendtype add
5 Y$ F2 c9 F+ ~2 X3 n0 x: U - textureloop increase: L* j0 |3 ^' m6 w
- texanimtime 0
1 X; o& Z8 @: v4 u+ B - leaftype sprite' g9 M! T6 V8 C% c: D {0 h8 w. F; S
- activestate exploderange; ]3 A( q7 G3 _8 W, Y J/ v
- lifetime 200 2000 j' @: l. |# e5 P$ B
- emitrate 30
$ s! R5 z V ?1 x9 a$ Y - maxelementcount 10" ?6 Q$ O1 A) N$ t$ ?
- addrotate 60
% t2 t6 v2 ~* D/ Z3 c7 O3 P - velocity 0 0+ ~. P3 G$ ` }9 J+ q. |0 g6 h( x
- acceleration 0.000000
' E% D j- M* O M/ t$ ^6 [ - spawndirection 0 0 0
7 T! @ R* ~% S% C - gravity 0 0 0: l3 M0 `' \: J* ^
- colorrange 0.000000# h4 y1 h8 @& t* W6 o6 M* |: i
- startrange 0 0.5
0 O* }3 G+ c; t% L! E% b/ M - endposition 0 0 0. T6 C- C) q+ Y5 D
- particlesize 0.5 1
, F/ }1 P" l& D1 ^' U - followdirection false- R# t3 S! g+ ]& H
- spawndirabs true6 T* D1 O+ T4 S2 C. X& j% l- k, a
- trianglerender false" q G. [9 V7 E: Q! K& p; u
- </effectdata>9 s. ?) v+ v' V# D
& Y- r, }) p0 O# \5 }- <cate> 3
) |; W& O$ H1 R) k; k, ] - <effectdata> 0) q5 Y/ x8 ~0 d" d" K0 s" b: \' e
- name mh_EFFECT_EMBLEM_DRAGON
2 {( J7 E" R- z$ k3 ?. ^ - unittype mesh
- ]9 D( O$ \% J& f7 R0 @' p8 f - billboardtype camera
5 A- O6 ]9 X# p' m; m, J6 E - tailstep 0 0 0 0 false
# N) m& E7 `9 M0 G# a! h - size 1.0000007 O! W' C' Q! q, B- E+ K# e7 q
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack% s* O8 @6 l+ k0 M
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
5 {2 n/ H$ d p0 C7 R$ T - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim6 T( p1 \' n( t+ H- l0 B
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel! Y: e2 v2 C( j, x3 B, i. E: e" a
- animlength 0
$ W8 z6 F+ ?% B2 }, `/ R6 { - twoside true
. c. i' P/ ^9 k, J - mesh_status 0 0.000000 0.000000 "": e! {4 E8 B! T$ F
- </effectdata>
复制代码 9 } p! b7 k b/ J$ H' J* ^
% T. z5 p) p4 U0 `# L' Veffectscene.029 @4 Q6 v( V- p% ~% C4 Z6 i
2 y" z7 A+ C0 T' G- <cate> 5 game" D8 \/ j [& b9 [% }2 T) {
- # ######## EFFECT_EMBLEM_DRAGON ######### #+ T: I! E& i) t8 r5 X
- <effect>$ r8 ?/ i6 W x7 D9 Q
- id 1181
2 \+ T' R5 @0 }6 }7 i - name EFFECT_EMBLEM_DRAGON
& k$ z7 \! m& y3 t - culldist 2475082071472936200000000000000000.00
- x" ], [/ p1 T: E3 c$ S - <list>
$ i# q' o% T. h, g- m7 b - res 1 sp_yellow_hand: l0 z- D6 i7 A7 E, P& n" ?
- res 2 sp_yellow_hand( o' ^7 E5 ?+ T; P5 g+ T
- res 3 pt_yellow_short_light_02; o. L% I4 D, v- k* s% t
- res 4 pt_yellow_short_light_02
* N0 D _, O0 ]' P/ P% o2 U& e - res 5 mh_EFFECT_EMBLEM_DRAGON8 Q! N# B3 u& C3 @
- </list>$ e, A9 @$ g2 K+ u
- <scene>" P9 g; Z& y- z- C, T- N
- sceneid 1
# j; J% N0 h) z$ o: Y - name 1
* x2 p( ?, q l; f: \ - <control>3 g; e' P( r5 _: D3 ^: W
- unitid 1
: ?& Y" L9 w/ k3 h3 x$ W3 N' I - active true
! Q/ g- _5 p% x* F! ?4 c - startposition 0 0 0
# {0 `) Q7 V' \7 l - lifetime 0 1000+ `, _0 ?" y$ I5 `; b
- animtime 0; Z. s* a8 F$ b) {/ `
- bonename "Bip01 Spine" 6 ?, L2 Q6 w# L5 t6 A+ u7 {) N
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 1 l: z4 D; E: i! Q4 ^- ^
- alpha (0,0.5) (999,0.5)
8 y" E( }5 T9 h4 }* V* E5 a& r$ x - randomstart false
" Z3 r: L- K. Q3 H$ y2 g - active true
4 U1 m- D3 u3 d+ ~6 n# _3 ^: s - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
% h- Y+ }; _6 D2 S: s - </control>
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3 n/ I; b3 O- c$ u( t* P- <control>
8 T! T" X' o* F) l' O0 P/ u0 T - unitid 2
+ ]! O( t" ^9 l, ? - active true
) B7 z7 L4 \# K V& ? - startposition 0 0 09 A c5 N g8 d$ ?7 m2 L: {
- lifetime 0 1000
- I; H" V1 E) ]4 V/ n- L - animtime 0
! s" t3 E0 R0 `, Z* S$ z, u - bonename "Bip01 Spine"
: I B* h# R" `6 w+ b/ r- { - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
! k9 ]5 O& v! d9 }- v' ^ - alpha (0,0.5) (999,0.5)
2 v8 X r: w I8 v B/ G. _5 G - randomstart false
) K- Y; @6 v' b: T l" Y# Q - active true
, [, Q. }% H: |" K+ s9 p' y - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 08 w" y$ F* l3 i3 k
- </control>
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5 x# @3 g4 W; e; T+ v- <control>
0 I/ d# p8 J4 s4 }8 P7 X! N - unitid 3
+ z2 M% {# G' T - active true
1 z9 e7 Q) r0 t& X0 B# Z - startposition 0 0 0+ A1 V5 }) g. m7 h% X! @. _
- lifetime 0 1000
2 V2 v* U4 Z [/ o - animtime 0
8 C& r, g' n4 p" V, {: x e - bonename "Bip01 Spine"
2 L. k3 ~# H1 _1 K/ D! l - scale (0,0.5,0.5,0.5) (999,0,0,0)
( F# i5 b2 ~+ K; e - alpha (0,0.5) (999,0.5) ! o K: g' i5 {1 t# I5 `
- randomstart false4 i/ D2 \* [9 L1 t, [. M, X
- active true$ @: s& M' p6 e. ~, E! M
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 08 B' g, N& n3 G5 I
- </control>
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0 O1 C | ^# ]3 n. H- <control>
; A: L& @6 v0 r* r7 r+ u - unitid 4
( b& B; x# j1 B9 }4 ~1 l' D0 l1 O* a - active true
2 Y0 Z4 z6 Q8 V& S! Z - startposition 0 0 0
4 [3 Q) L1 P. \ - lifetime 0 1000
* f, s' {8 j/ P# F2 s - animtime 0
9 N V* ]' h4 F$ |. U" }, @ - bonename "Bip01 Spine"
# M |4 E0 N0 w2 J+ u O7 P6 V - scale (0,0.5,0.5,0.5) (999,0,0,0)
0 K0 i# H# _1 X+ w, ]% b - alpha (0,0.5) (999,0.5)
# s/ v- P+ j4 C% R - randomstart false: a9 R, h% \9 V, H' Q/ S- t2 J
- active true* R/ A" ~/ [+ `8 H% q# D3 B4 C4 \
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 04 k3 ~/ b% L' `& E- L
- </control># w) `5 H7 L- z, W/ {
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- <control>: c( ]' P' `- w, t0 e8 O- n
- unitid 53 q- l" }( U/ Z; q
- active true
: S3 n. z1 K% N - startposition 0 0 06 N7 q1 n/ }/ Y* ^: h3 S* R3 ~4 m
- lifetime 0 10005 W; X% Q0 q" Q/ D$ | I, I
- animtime 13 H( z4 }! |0 k0 ?. A
- bonename "Bip01 Spine" " x. a( g* ?+ j4 y$ _1 x
- randomstart false
/ r0 G/ {% Y. a - active true% ] z4 ?/ `7 j- q) m; c- o. S
- </control>
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- </scene>8 Q, P+ M2 L1 t; f2 g* y1 B
- 3 p/ K* f& ?) q! a& L6 e
- </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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