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图片可以任意修改替换为别的图片
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( b# h! d; x6 e( u2 e2 A注意下面代码不要直接替换 这个是需要手动增加进去的- j9 o0 H6 Q9 Q5 c8 {0 G/ M
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# A t$ G7 k& R- W# beffectdata.02
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0 ]7 w$ P p5 n8 m) Q' G' g' k- <cate> 1
4 ]& f, x& R$ O1 J/ k; B" q! @ - <effectdata> 0
0 A: j1 Z. x8 h2 c! h - name sp_yellow_hand
/ ?% P$ o" a# t @ - unittype sprite
8 [( t7 g1 b! `1 \ - billboardtype camera
+ y# i6 b$ s: M - tailstep 20 0 0.1 600 false' b( f% I; V& E) c, C
- size 1.000000
- A; O2 [+ Z( o" ^, j; c+ `$ C4 {# x - backprint false, `9 b8 d) w- _* M
- disort false
' `9 ?: m" U7 S, S- K - texturefile Effect\monster\longch.dds
" s) I( \9 ?5 {+ {8 x; T$ t% S( b0 z - texturepack
/ D6 e5 D! g% n( t! {+ K- z3 T - blendtype add
$ ^# D% ~3 W d9 t1 m; W - textureloop increase
5 L) j& b0 p) d+ _% S - texanimtime 0
' {0 M, K2 i4 O0 D( Q- D: Z - </effectdata>5 w- B: z4 @! z5 y( b0 t, A
- $ p. q" s3 x( Y8 _' [
- <cate> 7
9 b4 N- e8 S0 s( r r - <effectdata> 0, ~7 K3 Y I B' ~' H
- name pt_yellow_short_light_02$ u4 X- x6 e- u
- unittype particle R, T3 m" f; P! s$ }/ h' x
- billboardtype camera
; ~* a" _/ c$ w4 Q: b$ g - tailstep 0 0 0 0 true
: O1 K% q, W8 J. T4 L - size 2.0000002 @! J {9 H) |1 x
- texturefile Effect\monster\light01_orange#.dds
N/ W" J9 f. f" T2 Y# [% @5 G W - texturepack
; p, H1 _! f7 H* T - blendtype add: G$ l" A! k* o7 t- Z
- textureloop increase
; @" z0 Q4 ]! x) U) t. e/ m* X - texanimtime 03 k: h1 A2 @, i
- leaftype sprite
+ w0 Q* {0 v" T R3 M - activestate exploderange* T# O g( q' ] [/ e
- lifetime 200 200
& w& l8 r6 K) y - emitrate 30
; Z* e5 k3 B6 ]1 X0 o - maxelementcount 10
8 A5 ^ T; m+ \/ g - addrotate 60
J- K+ g: _1 Y4 Q5 y - velocity 0 0' N1 `$ E% N( B s
- acceleration 0.000000. V) |2 x# t( @ m5 _4 g5 |0 R7 \
- spawndirection 0 0 0
L# b# ^' Q" i& N2 A8 G - gravity 0 0 0
4 `; J( k k: X* A$ h7 Q7 C - colorrange 0.000000' t2 \* n# w% }( l0 }4 r7 n
- startrange 0 0.5
& n: b: i' Q" D. Z' l1 \# ^+ S3 @ - endposition 0 0 0! k ~8 H& `' e: O* \$ C/ T" |$ \8 Z
- particlesize 0.5 1
( A# B( E8 N+ j; q0 t) m4 _( A - followdirection false8 m) l$ {4 H9 b8 {/ x
- spawndirabs true4 P4 F9 e$ N. W8 e
- trianglerender false
, C, L6 l4 J* x) r5 { - </effectdata>
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- <cate> 3
* @( Y2 l9 C- t3 o - <effectdata> 02 a ?# Z% u/ U" H/ f: m8 v
- name mh_EFFECT_EMBLEM_DRAGON z5 \5 C" ^- q4 A0 ]! ?) D
- unittype mesh
B9 {1 q: p: } - billboardtype camera' \ M" Y+ N; e) P
- tailstep 0 0 0 0 false
8 B8 U( S+ Y% K9 t* m - size 1.000000. D, j( K0 g, u R' L, q. o2 B
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack5 W: ?" y2 f, f) J- y
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
4 p! {; ]2 V9 T* W n - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
! }! o6 f& ]7 L - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
8 g6 e8 w8 ]$ S: H7 |6 P - animlength 05 K* C: L. j8 c3 l
- twoside true
' E5 t5 j, k5 o9 _ - mesh_status 0 0.000000 0.000000 ""
, m( ]% R2 x5 c. A - </effectdata>
复制代码
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effectscene.02
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- <cate> 5 game8 s: _; C) p9 U( a
- # ######## EFFECT_EMBLEM_DRAGON ######### #
: K3 a1 A5 l/ T; h2 Y+ ]. T% D! Q - <effect>& |7 V* w9 D$ C7 [# B6 s. i& u' J
- id 1181
# X( x' n, p j; t" S z0 A - name EFFECT_EMBLEM_DRAGON! `. ?# v& ?( \
- culldist 2475082071472936200000000000000000.00) M0 l7 u. r5 z& }
- <list>
, r* L; ^% t+ t% [( E - res 1 sp_yellow_hand& \7 J7 P, A! |
- res 2 sp_yellow_hand
( L: c/ ~# A+ r* Z+ b - res 3 pt_yellow_short_light_02
- j. M+ z( u7 d# g* r' n( T1 L7 G - res 4 pt_yellow_short_light_02- }; O( a2 a$ u8 \+ g0 h' U
- res 5 mh_EFFECT_EMBLEM_DRAGON
7 h$ D. r% p; ?: f1 q( B - </list>
' l/ Y7 B+ N$ R4 T0 d/ \2 T5 s - <scene>
9 t# W; u7 H) t g - sceneid 1
6 q; j/ c" Q4 h1 z - name 1
% U4 w/ @; F, f% O* J - <control>7 [9 ~. Z( y7 ~+ Y9 Z; h8 W; \
- unitid 1: j. a x5 b( `) x& t. m# T
- active true
' ^! W' d+ Y( n. M$ z n - startposition 0 0 01 M5 _$ ]/ w$ Q& O- Y3 h8 c" G2 j3 F
- lifetime 0 1000
8 a6 @/ r, m3 I! [$ R - animtime 0/ t& l7 q3 k7 a8 q
- bonename "Bip01 Spine"
% O1 ]% h! q2 q7 e# e% V - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
+ } j# H0 W: t) B2 m - alpha (0,0.5) (999,0.5)
9 m, S3 q3 @ l+ r - randomstart false
8 n4 V) c7 z6 ^! [) o/ d/ ^ - active true
2 n. h# V) m* J% E) ~# {# R& ? - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
3 q- m; O5 b5 ]. I# p - </control>3 e2 }/ X2 X7 X# t
1 g: S5 A$ P0 A [* ?: Z9 ?% o4 _- <control>: |/ c1 I! b$ R. i. u; z# L7 [
- unitid 2
5 L; q* i. [7 N6 m ?7 A - active true
& b( g% h/ {" k; ? - startposition 0 0 09 _9 P) J6 e/ k; s4 u8 t; M& _
- lifetime 0 1000) m7 D; i2 ^; M' M9 k
- animtime 0* z0 ]% l' s: ^, P. ~
- bonename "Bip01 Spine"
v" L! ^8 T, B" i' T1 c - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
7 C7 [3 c( k. B$ E' E - alpha (0,0.5) (999,0.5)
0 x8 S& V. f* f2 Z( n6 p/ | - randomstart false5 |$ }* b3 V, E# g. s
- active true; `- l7 C0 @! z! E( c% F
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
' F" W, g. d2 Q' [* J - </control>
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- <control>6 k1 u; d a% J7 W5 F `
- unitid 3% L) ^/ K9 m3 P
- active true
2 u( F) I/ N9 G* ^/ w - startposition 0 0 06 W$ r* f7 Z: r
- lifetime 0 1000
4 s8 X/ D* Y, o' u - animtime 01 I/ i3 c0 m( J: B
- bonename "Bip01 Spine" % H6 P2 A( N' I, J1 ~$ ~
- scale (0,0.5,0.5,0.5) (999,0,0,0)
' H) Z( f) C1 J4 ? - alpha (0,0.5) (999,0.5)
[0 ?8 B* Z/ M+ j0 R' Q7 F - randomstart false# U5 ~& H, \/ b. {5 l
- active true
: y% e8 a$ Y* A1 |, }. z - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 06 x( d# ~2 y( i! g/ M Q
- </control>/ a9 B' |% f! f/ T
- 2 ]/ k3 B `9 q
- <control>
! k1 I. s* j3 ]# r - unitid 4
# Q' M p4 n5 J& `+ K, ] - active true- I4 \; n1 v' p0 _
- startposition 0 0 0( Y- k/ g1 z8 G9 \5 Y) J. l7 b
- lifetime 0 1000' E, m4 v0 i2 ?7 b
- animtime 0
. |2 ]! H, T1 i- J% x1 i - bonename "Bip01 Spine"
9 ]0 n# L9 C2 _+ j1 J - scale (0,0.5,0.5,0.5) (999,0,0,0)
N. w# p1 I+ y/ g. C6 ]/ e& Y5 B+ D - alpha (0,0.5) (999,0.5)
+ K+ X* D$ {* s - randomstart false
3 |6 a4 W0 n/ O* n - active true8 C% k/ M) d0 h# p. |* i
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0* ?9 b- N) U" b2 u) ? `$ Q
- </control> C& Q1 W) r) i( B, f7 ?5 L
- 2 O z, j8 K$ \
- <control>' o% a4 |4 s9 `& {' ~9 K1 m
- unitid 5% N+ X& C" w7 U; E$ q2 X' o4 ^& ?
- active true! z% c3 c8 b5 M3 J# ]$ c l5 U
- startposition 0 0 0
( v; g, V+ R8 h" B! p4 x - lifetime 0 10005 ~1 v5 D8 i& y& N8 l
- animtime 1! O C* Q/ g; Q3 a; h
- bonename "Bip01 Spine"
$ [6 K% k6 c' \/ M; e - randomstart false
8 h! C$ S8 B; ]# H+ g! f4 w! J; c2 r - active true1 D9 u+ m" m- ]% d7 F8 T: J6 ]' ~
- </control>
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! n/ T) m3 }% h1 G- </scene>3 v' x, S; j8 Y1 x7 e
- 5 f7 N p, Y; r. N+ U. J/ S8 _
- </effect>
复制代码 % Y- _$ [3 w/ v. `3 a
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特效.zip
(408.85 KB, 下载次数: 0, 售价: 10 贡献)
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