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# }( G! g$ m/ g图片可以任意修改替换为别的图片 , e# J, m2 x1 V* }* r6 D8 w( k
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) V) T' P6 F8 c( d* X! G* A. x注意下面代码不要直接替换 这个是需要手动增加进去的# F7 Z6 d% s# x5 U! u! e9 V
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8 O6 [" m) @! ^5 |0 Oeffectdata.02
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/ Q/ Q7 G" { Q" C6 b- <cate> 1
$ r# M' S. f8 W - <effectdata> 0
* Y+ N D* p4 d - name sp_yellow_hand7 E; y" ^( ]1 k7 V- Y7 ~
- unittype sprite. d7 s# w. E5 d4 m: M5 e
- billboardtype camera
$ n( r% E! B) ]0 S X0 I- N - tailstep 20 0 0.1 600 false
% S/ x% X# }/ f) A1 t - size 1.000000
2 K3 d" N1 n1 V# u/ x3 G8 C! U - backprint false! K5 {- P3 I6 W0 W: t
- disort false! ]& @3 Y& f4 C6 l7 m- g+ h
- texturefile Effect\monster\longch.dds1 [; q# `/ U" P3 ?; |; O9 T
- texturepack + `( g5 V5 S9 M( H
- blendtype add
# b- N* {* H& L/ {; L- M* y. U - textureloop increase* w$ N7 m7 f+ } _" {2 p% w1 S
- texanimtime 0
5 `0 W9 H; k! E$ U$ E: n$ u - </effectdata>: s9 W# d0 i0 v" D
- 9 Y3 X u% G% O) O
- <cate> 7
) M6 {& E" k# B3 N - <effectdata> 0$ d" T& p3 n2 P
- name pt_yellow_short_light_02' l7 _& [* C+ A K
- unittype particle
J e% T: I5 I9 ]! a, r8 a - billboardtype camera
$ F6 ?( G' D) O- C9 C - tailstep 0 0 0 0 true
4 n6 F3 w: _9 B* K - size 2.000000
% [; l" h- m: C w( K) @1 U - texturefile Effect\monster\light01_orange#.dds1 k$ N0 \- o$ F0 u6 I5 B8 G: M
- texturepack ( J& B, e4 y3 X! h
- blendtype add7 E. T) U' n( t- g+ K
- textureloop increase
: G& U+ H' Z( ]/ \1 w - texanimtime 0! u" p+ ~ B+ J$ h0 v! }. j
- leaftype sprite
5 P s* P/ l: n( `- @9 D - activestate exploderange
$ W3 j& c& V. P& u; I7 D - lifetime 200 2008 e8 x5 h4 Z) o F2 _
- emitrate 307 M3 m$ u1 i) z3 y8 o6 \8 J- t
- maxelementcount 103 E7 P7 G! ?) j/ f9 S% D
- addrotate 605 L, Z4 E4 U B4 Y: t
- velocity 0 0
- Z4 E6 Z' T. x' H - acceleration 0.0000005 U' l" {3 d ?+ o [ {
- spawndirection 0 0 0# u! K6 ~9 y9 T, G& o
- gravity 0 0 0
( }5 d4 |2 R% i& m" D7 n9 f3 } - colorrange 0.0000008 l3 o* y7 f, R) V- ]$ d
- startrange 0 0.5. T& z) }. E: X% @; H
- endposition 0 0 0/ ^: ^* \) T6 Z' G( i& g
- particlesize 0.5 1: J1 L2 Q. {; f/ d; p/ k
- followdirection false
2 i8 w; S1 d/ [( {' Q) j! e7 b- b - spawndirabs true
% y* Z6 v. K5 l3 v8 V - trianglerender false
; X, ~( ?1 t1 z9 A- y6 y# [) N' z/ S7 Q - </effectdata>
; [+ _6 O( C5 i) G1 ^. e+ b' ? - / o% l' j4 s6 W8 z1 ]
- <cate> 3
5 A! |4 @4 M0 Y7 \, u - <effectdata> 0
. J, R3 m- J5 f. l" y4 _% n - name mh_EFFECT_EMBLEM_DRAGON
3 ~# \5 E1 ~2 i. M+ f - unittype mesh9 g7 j/ F/ h) A, z, d- b+ X1 E
- billboardtype camera) C& ?$ u+ R' `& l
- tailstep 0 0 0 0 false
: {) ^4 B1 T- \% u @ - size 1.000000
, N" w& F3 v) i# ?' q8 U - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack( f* E, }) N* w8 B. L- x# Y
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
4 P1 ^9 a4 B9 U0 q - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
7 e* d; y- E$ O9 O3 W - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
, v1 }& }# |: S a- z - animlength 0
9 R6 d$ j8 M% q) V7 P$ M$ f* ] - twoside true6 l1 F0 i, ?) e/ R! D
- mesh_status 0 0.000000 0.000000 ""6 G _* \8 D! T
- </effectdata>
复制代码 8 D' M2 x* w4 ~, h* F
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effectscene.02 k8 G& r7 S1 h/ {
8 f) C$ V7 I; {2 _* r& l: k% ?- <cate> 5 game
& j" Y0 z; j; @5 ~0 f& v - # ######## EFFECT_EMBLEM_DRAGON ######### #- R5 ]+ ^4 r5 X5 e. g/ O% G, G6 j, e
- <effect>
" V- B. O5 S4 A4 C) n/ K - id 1181
( w& ~6 l$ z3 a5 W0 Q5 x" H - name EFFECT_EMBLEM_DRAGON# Z: N; e; U7 E' a. N
- culldist 2475082071472936200000000000000000.00
. f/ h" f e; z - <list>* Z# o/ R" s: V' ]/ a3 f
- res 1 sp_yellow_hand6 f7 I6 d0 T& U! ? W
- res 2 sp_yellow_hand/ x& f+ k2 Y5 \
- res 3 pt_yellow_short_light_020 \. d0 f+ `# ^# R# v
- res 4 pt_yellow_short_light_02
" R6 G7 a1 T2 D2 Q7 W1 h - res 5 mh_EFFECT_EMBLEM_DRAGON
/ T: r% p1 I0 o" M* C# Y. g& D - </list>
# w, m/ i! u9 P - <scene>
1 r: Y, a7 r9 Q+ t - sceneid 1
( j3 W- o: L( H; o: G - name 1
7 G3 u2 D$ ?+ A - <control>
J9 N: T, S: C, i - unitid 1
% F0 a) {6 g- u4 O. Y+ \, P - active true/ h2 b' h5 U0 R7 p
- startposition 0 0 0$ q6 c) T1 L4 }7 X) @- A
- lifetime 0 1000) R1 y" ]$ y: P( D6 n6 t$ [
- animtime 0- K; Z$ ?( U$ \
- bonename "Bip01 Spine" , ]3 j, O6 f# x9 n8 N
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) , k, O$ ?4 r) [0 f% U6 h
- alpha (0,0.5) (999,0.5)
, F# |$ s+ W* X Y* D - randomstart false
) d& _* V9 \& v b, D - active true. B" e* m' T. i" V& p0 G1 k
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
7 t( f+ M l. m' n( m2 A - </control>( g/ W5 L0 C3 G$ O
/ L9 m7 t3 w6 o3 ]- <control>
0 w$ O2 ~3 X$ @ - unitid 22 O7 `5 Y- S* J4 @% a
- active true
/ W; w. A& e+ U+ b/ v - startposition 0 0 04 x- Q) ~7 H& `% r
- lifetime 0 1000. w6 s# p1 @7 X; t
- animtime 04 k8 P8 T7 h( N G- B n& C
- bonename "Bip01 Spine" 2 S4 F- B1 E1 m0 F
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
+ k: o) _0 s! H0 Y0 s - alpha (0,0.5) (999,0.5) % U3 r. |+ }/ F+ |* ~* a$ K
- randomstart false) a; n# L$ \- f
- active true. H( H7 _$ Z D' H3 F7 L: ~
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
5 M" L/ _6 h) \+ C1 T, z: I" g - </control>6 T2 u7 y3 F; q/ U7 v
- 4 d8 O" b3 E, `5 a I# O
- <control>
6 K6 f) Z: e5 W$ A' z: S - unitid 3; U0 ?3 l) H2 X. ]+ o
- active true
+ O6 A* l! y: ? - startposition 0 0 0
! ?; Y7 \" C0 K# Q. d - lifetime 0 10006 k* E! c/ M" Q- i: ?+ U
- animtime 0
1 ?7 v# b0 I/ C- ~ k { - bonename "Bip01 Spine"
$ E$ m0 @- ^. j6 j! p" T - scale (0,0.5,0.5,0.5) (999,0,0,0) # o6 P6 b0 b2 T
- alpha (0,0.5) (999,0.5)
; h0 G3 \+ {) f; _% ?; G4 y+ O - randomstart false
" ~% F! H/ Q- r4 C- H b- z6 W - active true$ n5 j( f& {3 ]- S/ ]
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0/ }: w/ S! c" J( {
- </control>
% T1 ]8 x/ |$ x! I+ Y! G - & E( \4 a6 i, A+ Y$ G! z
- <control>
% H9 A: `* I& D7 \* f. L' s - unitid 4) F: O8 H+ a. d9 ]
- active true
& k3 Y* e0 {3 l: a" G - startposition 0 0 0
1 Z. T4 ]! H. z. }0 i# G - lifetime 0 1000
* V, Q/ ^+ h. S- C# r - animtime 0
6 F0 y/ L: G4 K+ A1 f ^* ?8 u9 q) u - bonename "Bip01 Spine" 2 M. m. `+ ] Z/ A' \" y5 K$ }5 Z
- scale (0,0.5,0.5,0.5) (999,0,0,0) 5 `) W H9 U1 |3 ?" b1 ~6 Z* |. N g
- alpha (0,0.5) (999,0.5)
G- _! P& y2 {& L: Y5 D0 c - randomstart false& `; ^& g6 Y5 I
- active true
* Z$ w: n1 h# j$ Q+ Z$ V - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0$ D" n2 z" g e7 K
- </control>" m$ N. C2 h6 d; l; M, z/ i2 u
( j* \0 s' R5 V3 t: S- <control>
2 U% ~% w' y; d - unitid 5( C5 D- H1 G3 V8 h6 n: ]
- active true7 F/ D# Q6 s9 s- o
- startposition 0 0 0
, l5 S$ C" e3 a! F4 { - lifetime 0 1000
/ x* Q6 h: c) K; ]! } - animtime 1
5 G. T1 X) X' Q - bonename "Bip01 Spine"
; F l* j P2 J) C - randomstart false" n& w6 [1 N7 R0 ]. Y
- active true
# Z; `% O6 y8 q0 W# v - </control>" }% \6 ?& v) o+ g! N5 x0 Z5 b
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- </scene>
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/ [) a' U# M" O" F k1 G- </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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