|
|
, ]6 X, x* `. H# m& ]* Y( Y, \1 H0 D* S1 H
/ R& ^; Q5 X# \$ t& m
图片可以任意修改替换为别的图片
6 G2 h$ q3 q4 l+ d: N% i4 x8 f" D: S7 N W/ ]/ {: r
* D8 D l. W* D& {" K注意下面代码不要直接替换 这个是需要手动增加进去的. w! e. I' [0 h8 Y+ }
5 r' L/ @# I3 l1 X3 M# Q6 m
/ R7 `- t/ g& N3 u+ L; Reffectdata.02
- ~# I8 ?" [5 o+ M, E1 M. T4 D4 J0 Q L" G! F2 m+ L `, s
- <cate> 1
. v2 {& x5 B" b- f+ Z - <effectdata> 0. B. a- x: v2 {& d
- name sp_yellow_hand
& H8 ?8 H$ `! m& {& m - unittype sprite
+ B8 a# f, { ~1 l - billboardtype camera
) I$ Z4 ?3 n4 z X - tailstep 20 0 0.1 600 false
% H+ j+ B- i; A: K9 q* R - size 1.000000
4 x( y* W) |% ^0 L& v0 j - backprint false+ G6 r5 C1 Y% w& E5 `
- disort false
- S, U, @ M/ Q9 |, F" g$ d& u1 l - texturefile Effect\monster\longch.dds
; X2 Z% ]" X7 y. i) t# e- T - texturepack
. A, I6 i" |+ e8 y3 l - blendtype add6 z8 I8 `% o8 {5 i
- textureloop increase" P' D7 y" O$ F4 A; F6 k
- texanimtime 0
+ o2 r: h8 ]1 J3 B$ S - </effectdata>
/ c }& O# k9 W0 c6 v K7 Y/ \
' B3 g8 s. W. z1 W0 c3 Z* R- <cate> 7
3 @, R( f* {3 b$ q - <effectdata> 0& b8 ~! o/ D6 i! y% e
- name pt_yellow_short_light_023 h6 D4 T! j: L3 d3 P; ?
- unittype particle
# b* _/ u3 m7 ]. I _* b - billboardtype camera1 A1 k6 G! ?$ X- {) \8 [
- tailstep 0 0 0 0 true
5 e- X0 e$ U: F4 p7 F3 E9 |2 v - size 2.000000: s; q* v1 w ?) l% }: C& x, ~
- texturefile Effect\monster\light01_orange#.dds
! B0 A3 B4 q% ^. j3 Y; F - texturepack 5 `4 q7 C" e1 r; P' |
- blendtype add
4 c3 q) [& F4 P* M$ d( F - textureloop increase% H; K. Y6 b' Y" T& o N
- texanimtime 0: M$ C) E* p9 s2 ?7 B9 R9 S
- leaftype sprite) W! `1 W4 @1 o; o2 C# V% }
- activestate exploderange
4 W" t: H( c+ k' ?% h+ Z: J- s: F% N$ y - lifetime 200 200
% V# @. ?; v! y* _& A' T - emitrate 300 l* r% ~1 C8 d4 D7 B/ R
- maxelementcount 10
( E2 z* `* C- D1 d7 p* o - addrotate 60" k z+ J' Z* D4 f' V+ l
- velocity 0 0% w. M% W6 Y, x, q: e; f# ~: x6 V% d, \
- acceleration 0.000000/ ~$ k6 B4 ^+ S0 r1 V( I/ h# C3 Q/ i' d
- spawndirection 0 0 0. j! N9 h" L; q$ E" P
- gravity 0 0 0
9 d* I% {! T% M( E* z$ [: U - colorrange 0.000000
. E0 g' A: g B# S" Q9 i) v5 D - startrange 0 0.5, ~, a) d, w3 ^! I2 c( a+ g7 N! S
- endposition 0 0 0+ X" Y4 [- f0 P+ `6 u- d
- particlesize 0.5 1
( [; G" T) Q: U, M& z4 C' _, v! m - followdirection false
8 y2 I: O; ]) J - spawndirabs true4 ]0 D0 a: R& d
- trianglerender false* k, ^+ l1 d/ y* y5 ?9 ^9 i
- </effectdata>
, ~8 g+ v! C) ~; V - 3 j' ~& v* ^) ]. Z+ @* G- @" Q6 h c1 J
- <cate> 3: E; P; O9 t: @: H$ D
- <effectdata> 0
8 @0 i; ]$ C2 t - name mh_EFFECT_EMBLEM_DRAGON
8 {/ l6 n4 p' x* A" y& y {0 _ - unittype mesh* Z7 y1 H X) y$ H- S$ }
- billboardtype camera" i z+ @- ?4 v" Q5 G7 j% o
- tailstep 0 0 0 0 false
' P2 A6 g0 o& L" ~" t9 n0 m* O. T1 R - size 1.000000
F, r2 a: e% {. r( `1 j - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack5 ~1 X- {0 `* Z, [* K& e9 `
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
/ D4 c: p' ^5 m. {+ | - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
+ o2 V( ^3 H' ~5 ^, E( m& G, H - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
4 x' y: T( A5 n - animlength 0
# R5 h' |( `. x% w/ R - twoside true! L. z8 @8 `: H! h. X/ ~% {
- mesh_status 0 0.000000 0.000000 ""
9 o9 a5 E; z6 |( @: w - </effectdata>
复制代码
( t- r1 }6 F* j1 H6 H) @& c3 s" _" h& \: ~6 r- @
effectscene.02 b: q- T3 W/ u! E- m1 b( n
; z3 C+ C+ X5 G- <cate> 5 game
9 ?' Y8 v7 k' a* a4 G | - # ######## EFFECT_EMBLEM_DRAGON ######### #
% [ k9 a$ K# G - <effect># e' F! [6 [* @( o
- id 1181
3 H8 Z/ Y9 t) k+ E - name EFFECT_EMBLEM_DRAGON0 Z2 Y |5 z6 G
- culldist 2475082071472936200000000000000000.00
' b k) n" i$ P1 `4 ? - <list>
/ G9 ?, H+ H% |$ k9 _3 j$ N( J9 I' E - res 1 sp_yellow_hand
6 E9 G3 [. E' X- R' Z - res 2 sp_yellow_hand
5 d# M6 ^+ g' K3 X - res 3 pt_yellow_short_light_02% s% k2 ]9 L! d5 ]5 i; \4 w2 v4 N" U
- res 4 pt_yellow_short_light_02; H% D( O5 i. @
- res 5 mh_EFFECT_EMBLEM_DRAGON
. n6 A2 @+ [, S! U - </list>/ h M) p+ K- N" I( N
- <scene>( n; B0 b' G2 w# L' g
- sceneid 1( T- ], z [- K8 k
- name 1( y" k m+ ~( c4 {1 {1 \! n
- <control>8 O% I+ N0 E2 ~7 d) ^: y
- unitid 10 _6 _/ \* x3 U9 E) ^! m8 _
- active true- `( w+ r6 X1 K3 _8 E% E. b
- startposition 0 0 0
! ~9 \! I+ g: ]. y/ } M! v - lifetime 0 1000
* C9 Q! S, V2 j0 ^: ? - animtime 0
/ b. ]; z. i+ Z5 o) i+ ?5 ?. u( p - bonename "Bip01 Spine"
0 D" z: ?3 T/ J; U: h6 D$ h - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ; P* r' {8 D& E: `- |
- alpha (0,0.5) (999,0.5) % W0 P4 t% ^% l E9 z
- randomstart false
" y7 b5 R- {5 i3 W* ~ - active true
o" b: [2 Q4 \: B7 j3 ~) E3 ] - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
U) K% {: _5 O$ K8 Y2 H/ r3 H8 m% m - </control>
; y7 @" [+ H, f& N* d - 1 |, a6 ~) u' R$ R! ^8 k }
- <control># b7 S- @# W1 m$ M) @, I, D2 x
- unitid 21 p0 }3 P6 m( D# B) w5 B* l0 _
- active true
1 W% h! F, v7 L/ R - startposition 0 0 0
5 [9 G" d+ C0 C- S) R - lifetime 0 1000
7 Q) n% k, c! b; d7 z- N% ^ - animtime 0! [& D I6 K+ b$ A! A+ W5 [6 _
- bonename "Bip01 Spine"
5 \. e5 g3 J" @5 v1 n; x; L - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
' n$ C l( H3 c$ z) f7 p - alpha (0,0.5) (999,0.5) ! \; E. T- j* w7 C
- randomstart false
& i* q4 ~# _8 o+ r* V - active true; }0 q6 n, w( }9 H3 y
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
1 |$ q/ J' e2 y5 G( a; E: n - </control>0 l. Q& M1 A8 W' u- }* m- g
- ' V: u) E( Z# g# @6 H5 N; E1 P% }
- <control>
! e1 o; C' A+ c0 ?2 y - unitid 3/ {4 C- c0 A) d4 M+ K9 c" _
- active true
/ Z2 n9 O2 A* N" s' d - startposition 0 0 0' T$ ~8 l- I! U) J% J! L
- lifetime 0 1000. E1 x. I$ X6 E) `8 m' {7 i. D" s
- animtime 09 `4 a- P+ e8 ?+ K; p7 B1 @* u
- bonename "Bip01 Spine"
4 \) Z9 `3 V. p' n" F4 H - scale (0,0.5,0.5,0.5) (999,0,0,0) + a2 F9 }0 s. Y- h: J" A& U( y$ w0 r
- alpha (0,0.5) (999,0.5)
% ?) \, P! |+ l" B6 ~ - randomstart false
4 w) B, L, o' A3 _ - active true
# L0 d/ _& y! V9 } - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
# P% F8 h# _$ m+ U - </control>
6 @9 {, g* s6 C& I
! W. U; e& A2 h" O9 `- <control>
* X4 ?+ `; R7 u: Z - unitid 40 Q* d' p# J/ l8 H! W" R2 G
- active true8 h% ?# u! q7 `7 F& h
- startposition 0 0 0
2 z: J8 w2 k- k9 w: i% [5 R - lifetime 0 1000
# v7 Y0 R. t6 Z% [9 o - animtime 0* B+ ^ k6 P8 o& M& ]' \
- bonename "Bip01 Spine"
9 W: ^- {* G% U2 s7 u - scale (0,0.5,0.5,0.5) (999,0,0,0) # Y1 U f1 N# d: L1 o
- alpha (0,0.5) (999,0.5) $ z# }' U1 r C0 W: F: ~, {. N
- randomstart false. J% H/ C8 ^8 [& r
- active true
6 `) C" `$ P: H0 { - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0; w+ {6 D+ \7 P: X5 ~9 {( |$ V
- </control>
% {& g- y4 Q B! ], x" Z
8 Z4 S* @0 c0 N. I' M' S5 S- <control>
/ i6 u$ s* ^! D5 Y) P - unitid 5& |1 s* O' p" S- Y. m% t
- active true# o+ @2 U6 x5 H7 g/ w# ^
- startposition 0 0 0
V/ `0 l# l* k: y9 U7 i( V! v - lifetime 0 1000, E F2 G4 O' }! s' {
- animtime 1
8 Q, z- X$ V- _7 C$ e8 f/ m% g1 m - bonename "Bip01 Spine" , A d9 l; P' t. |$ I. y8 d. N; Y
- randomstart false$ k2 U, p' o. f0 h! B
- active true. u% \& X: O- h, t
- </control>. f6 V# Z: `' V- i. Z
5 ^0 W/ t1 e; y4 p' P8 c+ ~- </scene>" x" {- Z! T; ?" h8 I
- . M8 c, Q0 P2 e1 l' \) e
- </effect>
复制代码 ) B7 f: Y- `! H8 Y- W; X" M1 U
0 Z1 h4 m( D" y
特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
+ ~; s3 M' b) U# c& c$ H3 J. Y8 @8 c% D t3 }4 t8 b! c9 Q) R
|
|