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图片可以任意修改替换为别的图片
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, j \, e9 S, l. @- h2 ~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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effectdata.022 D) A: k0 X, W- s( Y8 r9 w
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- <cate> 1
, {( V8 S1 ]* _. ^4 I* [; S/ P2 m - <effectdata> 0
9 L5 f4 m$ K3 T# { - name sp_yellow_hand
3 |# Q/ @: _" u y' \& i - unittype sprite: c& T9 ~. D' e3 Z& v2 }
- billboardtype camera
2 q7 l* i) D/ x5 x, o6 r - tailstep 20 0 0.1 600 false
$ j3 L" o/ I Q/ e/ I - size 1.0000001 L+ r6 m+ ~3 |: S% ~( }" {" R
- backprint false/ B5 W3 {0 G: X3 c
- disort false
- g/ x/ Z! p% M1 q# _1 o* J - texturefile Effect\monster\longch.dds3 `. O" m) g) D- G) C
- texturepack 4 [0 f$ j" a' J9 i: k
- blendtype add1 |5 |1 k: M2 D( | H- D, V
- textureloop increase
4 Q( g/ G. m0 ? - texanimtime 0& T: _7 d. i" ]
- </effectdata>
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* a7 J3 T5 L4 r! ^- <cate> 7
/ b: P1 }/ U& P: ?* ^9 [; w$ U - <effectdata> 0
3 _3 t) F; Q+ J( S, w - name pt_yellow_short_light_026 \; Z8 ~& t8 Q7 m
- unittype particle
& t1 m$ f9 C/ n F. Y - billboardtype camera# f: j% }" u% l }
- tailstep 0 0 0 0 true
7 \ Q& q+ H7 W; U3 f+ y - size 2.000000
6 G( l4 T- v6 t& ~' N. W - texturefile Effect\monster\light01_orange#.dds2 x8 I: A/ _& I( X7 _2 k9 Z
- texturepack
8 Z, M% l6 `' H3 @ v3 p - blendtype add
: F: q% i$ }; q9 [( Y - textureloop increase9 x" @ b) y! {
- texanimtime 0( k# s J7 H( r& }& x4 i: s
- leaftype sprite- y' {4 f% x* f, \: y0 E
- activestate exploderange1 ]; u2 Z; S$ A, ?
- lifetime 200 200
+ s5 ?+ }- L0 e - emitrate 30
! n2 [, P( j" P7 Z: S8 D: S - maxelementcount 10; P A$ N* b- U U+ u
- addrotate 60
" j; S8 ~3 k) w0 v - velocity 0 0+ z5 o6 G; J: _
- acceleration 0.000000& l, F' n. d# K
- spawndirection 0 0 0
$ ?% j( N8 ^/ B: k+ u u - gravity 0 0 0* u; X* G4 r0 l) Z+ P
- colorrange 0.000000; S8 m2 Z R( s! x; N
- startrange 0 0.5" c3 ^( h' p! j0 D- f0 N/ y
- endposition 0 0 0
6 M- x1 x; B8 a$ T - particlesize 0.5 10 i, g% R" `1 [1 k' k' _5 K
- followdirection false9 `$ b, @8 q" A$ U
- spawndirabs true& j% I) p; P0 t% U' P- I D, r
- trianglerender false
& p) V" Y/ l6 h - </effectdata>
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$ Q, h* y* T6 a- <cate> 39 o5 l& h2 l- ]) r' r
- <effectdata> 0% l) h# r6 B( H- k8 W! m/ Y9 G
- name mh_EFFECT_EMBLEM_DRAGON
6 n% J! ~$ l9 q - unittype mesh
: P3 K, p/ q5 D8 _, h$ [) l2 k& M' l - billboardtype camera+ ?+ n5 F, J7 I# y' n
- tailstep 0 0 0 0 false4 l) ^7 c$ S3 F, r
- size 1.0000003 ~- f9 \$ b7 A
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack+ T" K& e; b/ k( w. c7 i& m
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh1 g3 H; [, }4 p
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim' k& Z/ [ c# @ X0 Y/ l
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel4 `, r/ |" b7 r( s. \- y
- animlength 0
+ N7 l* j9 v) T - twoside true6 R/ B5 {" }/ o
- mesh_status 0 0.000000 0.000000 ""3 M+ T9 `* [( K: f# p
- </effectdata>
复制代码 ; ?6 j! O5 ^; n2 L
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effectscene.025 E& m D4 T- X% }$ N5 f" y2 I; q
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- # ######## EFFECT_EMBLEM_DRAGON ######### #
, w$ J! W" [1 M+ [: @! f ~ - <effect>' [ B3 C! V) U p" n
- id 1181
6 {3 R3 n6 a3 Y, Q Q/ h: f - name EFFECT_EMBLEM_DRAGON
# {0 I( o2 c+ ^ - culldist 2475082071472936200000000000000000.00' t0 P3 ~' u) w" [) k
- <list>
2 Y5 G9 P; Y. e0 n/ X - res 1 sp_yellow_hand
9 e. R; Y7 `- N- z - res 2 sp_yellow_hand
5 C, y! Z+ d C Y" ~$ @$ L# o - res 3 pt_yellow_short_light_021 E% c, W# f' H# H8 C/ Z' a M
- res 4 pt_yellow_short_light_02& q* M' M4 P" h
- res 5 mh_EFFECT_EMBLEM_DRAGON
u6 k0 ~$ W h& h. A, v+ o - </list>/ s8 l9 Q. G( K# V. k1 n
- <scene>9 a" f! |5 V9 q
- sceneid 1
+ n" F# P8 [" m7 \6 l" B4 U$ b+ U - name 1
% S. D: I9 Y" K - <control>
. ?& W8 Z+ Q i4 Q+ M0 ~: Z - unitid 1- @1 ]( e4 M( I- Z1 I8 y6 j
- active true; R7 l4 }$ A8 o" c0 u1 o: Y
- startposition 0 0 0
/ }7 C9 R. @) q1 i - lifetime 0 1000
6 c( v: T f6 ~: M, A - animtime 07 b" L& o+ c) a: X7 z" h5 ~
- bonename "Bip01 Spine" % P7 B1 R6 H3 V
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) . e) j, }. m6 U
- alpha (0,0.5) (999,0.5)
, U" @& ]9 e% T/ j - randomstart false" s# ~+ h8 y; ~; X) \" ^
- active true
6 ?% q/ s9 R0 y. L! L - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
$ m7 ` }- V H9 |. I - </control>0 ~7 C9 U5 r& ?- k( A% h- N
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- <control> h* _6 q* g' g6 N _2 R
- unitid 2
, p; A$ n! V, x9 v: p y+ } - active true: m3 q# G% V( J7 B% l( L
- startposition 0 0 0( {+ z* _5 j. X. P0 y3 N
- lifetime 0 1000
) x- M9 N4 i5 L - animtime 0
: M: O* b1 J2 {7 ^2 S - bonename "Bip01 Spine"
' J6 E' J9 G) L - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
" {1 x5 [5 w$ ]! L3 ? - alpha (0,0.5) (999,0.5)
0 i: H/ z$ G. N8 {# R r" A/ v - randomstart false5 F. H& S9 l4 M( j- t
- active true" v2 ~# n9 q, _4 ?! f
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0+ U7 y0 ^% Q1 S
- </control>
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: d6 u8 M+ I' Y- <control>; j5 V) n* J1 v0 w" Z. {+ ~1 m. a/ Z
- unitid 3
( C9 f" u1 w. f; }2 B$ G* |5 H0 e - active true
/ \1 Q( E( N' Y8 d0 j0 ?& I - startposition 0 0 0
' D. L/ a0 _. C& G, b/ g - lifetime 0 1000. l) }4 a; B& ~- D) G6 I+ U# j
- animtime 0
: m9 ^( I9 |0 U4 o$ u - bonename "Bip01 Spine" ( N- m2 f6 \# z* \! m$ V. b
- scale (0,0.5,0.5,0.5) (999,0,0,0) & H% Y" c, o Z, [" R8 ]* M, P
- alpha (0,0.5) (999,0.5)
# T3 W- m# L6 b - randomstart false8 A8 ?) ~) \! k3 z \' q$ m U0 _
- active true
$ ?5 D& ~* F' D: ~7 D - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 07 Z6 m; h+ h) R! n
- </control>, p' X6 n9 w, x- M8 l
- + P7 e0 O3 O+ L7 T
- <control>
0 q, k! E+ X. D4 M# f2 w( w - unitid 4* S. g0 p6 P: V
- active true. @$ ^: s# b7 ^* ]5 F& R" D' B
- startposition 0 0 04 i0 e* L& _) [* O' E! c E. V
- lifetime 0 10007 ]' v1 O/ V- T- q! Z
- animtime 0
+ ]0 z3 z4 ^6 K9 @* I/ i - bonename "Bip01 Spine" 9 }# B) C9 b# N8 e
- scale (0,0.5,0.5,0.5) (999,0,0,0) * C. S4 F2 Y# i3 e2 }, W
- alpha (0,0.5) (999,0.5)
& v5 {- A0 M" T6 C( L/ [, j - randomstart false+ l% x, V( E; ?2 q( K( X$ l- O
- active true1 u& v: Q" z0 {; X: n
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 01 b' t7 O. o: c( @. y6 y
- </control>6 N; } \% u) q% P* V# f
" A* u* p8 A* N: R- d6 Q- <control>
. m/ O5 a8 V; Z. M - unitid 5
/ Q3 ?- M" G0 [2 p7 } - active true! I T( u- d A8 ^% K
- startposition 0 0 0
5 C" y+ o" j+ y! {/ K) \/ o) a - lifetime 0 1000* q$ g8 s! h9 V" [* {; @9 t# q
- animtime 1; v/ [2 b0 j& k* _) a# A
- bonename "Bip01 Spine" 5 W; x3 o) ~7 ? Y- p
- randomstart false+ d0 v" q9 V3 ?2 }2 b% h
- active true
8 {( C6 `% s2 a% w( `. D2 h - </control>9 D1 m A! E( l6 G8 Q! |4 ^" ?
8 W3 n, M2 j- u# [! r# j& M- </scene>1 T, _# y: P4 W2 b) K9 w; R$ I/ B
- 3 T# o- P3 k, b! s% E' x
- </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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