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图片可以任意修改替换为别的图片
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& r: r- U# ~+ d/ \6 Y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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5 N0 U! m# u E2 ]effectdata.02
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9 B% o3 _" g& t& f' k7 M* q- <cate> 1
0 v. Q' Y! [! J0 E0 ]3 ] - <effectdata> 0# `: m+ c( _$ |! _
- name sp_yellow_hand% N$ M% A' m1 m, N1 u% t
- unittype sprite1 E0 M: M) e+ E- S$ L( S7 F! t
- billboardtype camera0 i8 {+ p, Z. U% c, L
- tailstep 20 0 0.1 600 false
- ^7 p _4 Z v3 ^ - size 1.000000' v2 q& a, e0 E- I
- backprint false8 X! h% Z R, X6 ~3 \* C7 e
- disort false* L, F6 S" v& ?% F$ ~* ] p+ Y' q
- texturefile Effect\monster\longch.dds
8 F8 \7 `& u/ \) A1 s& ` - texturepack ( e5 K4 w2 C; B% }* b7 x2 r
- blendtype add
- v; y) d2 m6 K$ [8 o; d' E$ a8 { - textureloop increase+ v' R0 L! b0 V) S4 N
- texanimtime 0' k- ]" }, E! {" c3 h6 f# M
- </effectdata>
+ J9 M/ n1 v0 n - - v( A4 ]( a6 ^7 d. {
- <cate> 7
" Q- j3 S7 f8 D - <effectdata> 0- u( O3 O( b6 Q0 \
- name pt_yellow_short_light_02
& P# g. d0 i4 b) f- s - unittype particle
@" {& g7 ?! Y+ N/ z - billboardtype camera: J& i% J; H8 Q& R* D
- tailstep 0 0 0 0 true, A6 a: a: a2 o' `6 x5 p2 G; N0 n2 j
- size 2.000000; b5 w* h. `3 h; f, u0 g: p. z
- texturefile Effect\monster\light01_orange#.dds* F9 ]/ F4 M! H7 u5 S$ z8 H, }
- texturepack . L, k$ S* Z& E; H
- blendtype add
8 U1 D% |+ p$ f; x+ g5 g! ] - textureloop increase4 y3 s0 S" |. v2 l3 c) C! a4 E
- texanimtime 05 P3 g- b0 @8 m( i! f& }
- leaftype sprite
1 G9 d4 a3 X3 @/ N6 S - activestate exploderange n% t4 j" g' W! S' J
- lifetime 200 200+ A" x; Q, `0 l3 A
- emitrate 30
( j" ^" [. I9 U# {) M7 x6 E' W8 a& c, w - maxelementcount 10, @3 N' x/ r z
- addrotate 60
- ]8 s: l4 ]+ g& r9 k - velocity 0 0
7 c0 `+ n* ^+ u! `4 g$ U. x - acceleration 0.000000
. z( p$ t/ s: T, l. g, D1 _ - spawndirection 0 0 0
5 N) l4 |$ ?% N) C4 D! `+ T; d! @1 T - gravity 0 0 0 J) x/ o4 x- t3 k3 E5 j7 B
- colorrange 0.000000. O% K8 i: L5 p1 s
- startrange 0 0.5
. {: T$ m# B! G% a& y0 o - endposition 0 0 0
; x' G% ~+ I/ J( m8 o. j8 u - particlesize 0.5 1$ w/ B+ @! g4 }% J; O
- followdirection false: h x7 N0 i t) g
- spawndirabs true' W/ p F+ S. B9 N
- trianglerender false
a5 D% x& u5 K8 { - </effectdata>
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- <cate> 3
, b* {6 l% X# H& G1 d2 | - <effectdata> 0
; X" {5 v* P' Q) s# s - name mh_EFFECT_EMBLEM_DRAGON( D# C# m. \3 D+ c! @
- unittype mesh
" C4 Q$ i* v F0 X - billboardtype camera9 P, {( ^* J5 T
- tailstep 0 0 0 0 false3 f$ X; [% _& h! q' N$ b" G3 f6 a2 l
- size 1.000000% g6 B& u2 D' Q2 k$ P; {$ G
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack6 O6 d7 i6 ?: d9 z$ |4 S J, J
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
% a! Y; c$ a0 J! M8 s, W - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim) U9 [$ T. d8 C* M
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel7 u8 o x, g ?! k; I( [
- animlength 0
& @$ w, K, B) z7 G - twoside true, z. I- G3 U, O9 t) i" D3 H
- mesh_status 0 0.000000 0.000000 ""
+ f+ i, E9 J" R( x$ W- q - </effectdata>
复制代码 + S8 X$ v1 D8 T3 h
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effectscene.02
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- <cate> 5 game, S' u$ s( t' j
- # ######## EFFECT_EMBLEM_DRAGON ######### #
/ a# c H$ Q( E' `" [8 Y - <effect>3 {6 m9 V5 A0 g2 Y; ^# g* j4 g" k, g
- id 11814 h. e0 Q- F9 ^& d: C
- name EFFECT_EMBLEM_DRAGON- y! k6 { p# n5 `- H. Y
- culldist 2475082071472936200000000000000000.00
( K+ h5 E( e R* T" w4 r O - <list># a5 f( ], P& ~# C
- res 1 sp_yellow_hand
. j$ B1 W# f& C4 n/ q0 j3 |( H - res 2 sp_yellow_hand
5 I& P1 ?" L& z4 E1 x# f - res 3 pt_yellow_short_light_02
$ o/ w3 D& A! l - res 4 pt_yellow_short_light_02+ B- q& o) S" B/ {! ^7 \+ T( O
- res 5 mh_EFFECT_EMBLEM_DRAGON4 M- Q5 \5 n7 h. U+ s
- </list> @) P; Q9 H |$ U" w) O! ~
- <scene>
( h8 }; }) c S9 m5 O - sceneid 1
) t/ Z( [2 j, V5 l: `0 W5 d3 S* y - name 18 y2 `# U' D9 l! m
- <control>
" U1 P: B5 i9 ^# x0 L/ D: s - unitid 1
% _% H2 A/ M7 k" [2 R! O) |; o+ ^ - active true1 y8 Y- e0 E' L$ P* i
- startposition 0 0 0; Y; E. c) ]! u6 @# u
- lifetime 0 1000
7 i6 N7 q9 P% d2 I! I8 z* p8 ] - animtime 05 o0 e$ p: s E4 e3 _- o- l j
- bonename "Bip01 Spine" - `$ g- Y3 C' Z' s8 F# s
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
% Z) ?+ L: D% B5 Z" W% e - alpha (0,0.5) (999,0.5)
' X! x+ Q. L# J! Z - randomstart false' V! G- O8 a I" F5 y! @
- active true- l2 m5 {* ~( K6 C) R7 a* O
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
' P- w' E9 L; J4 ?. `+ K - </control>
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- <control>6 n1 ^+ s4 k0 c$ n1 T
- unitid 29 K% r7 X2 L* q
- active true% \( j# M& p: I6 D2 Z- M
- startposition 0 0 0
. a" A: R, h' {& b& o) Z - lifetime 0 10001 D+ j2 F! ]. \. T- O
- animtime 0% S8 j+ `$ s; v0 Z) L
- bonename "Bip01 Spine"
! j* e! C! v, L; M; r - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) - H" N8 C0 J z5 @! A2 x& ?0 [
- alpha (0,0.5) (999,0.5) 5 s. i, E9 c* m2 A
- randomstart false
! C' T1 j2 j1 e) @& p - active true# M' {% H& i7 x. k: l. ^
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 01 Y, j! q, }" S" ]+ N
- </control>
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- <control>) J1 W/ F3 B5 i5 B' I9 ?& X
- unitid 3. R3 e8 i' O; c
- active true! i1 C5 B; c8 w0 X: a4 P# R
- startposition 0 0 0/ v9 C; j3 ^1 G2 m
- lifetime 0 1000( N- w! X+ R- Q" w) L+ l: b, D/ x
- animtime 0- c2 t0 Z/ d) z$ ~9 }
- bonename "Bip01 Spine" 7 I- |2 {# p, D; q, S/ R
- scale (0,0.5,0.5,0.5) (999,0,0,0)
/ B9 J; b' @- F; X2 ~& f9 o - alpha (0,0.5) (999,0.5) / i' U* q; l/ T8 F! Y% u
- randomstart false, \9 T0 Q( N ~; k
- active true
# S0 H7 d1 U# y - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
. L- o! F% s9 N: W v - </control>. T7 g9 ^) S6 `! ]; l+ {: a; w
0 Z2 c1 I5 [& t5 z+ |8 \0 c0 m- <control>9 A% \. J% @, ^7 j- Z& U
- unitid 4
5 c7 Y- q4 {4 W& Z0 q2 A3 f - active true- w ], N3 U D; P5 B, M1 X9 X
- startposition 0 0 0. D8 J+ K9 |) z
- lifetime 0 1000
6 `2 c& S9 W3 H9 | - animtime 06 {" P! q. Y8 g7 Q( a# U4 b
- bonename "Bip01 Spine"
/ S, f( D& ~3 B. ~+ J6 @. ] - scale (0,0.5,0.5,0.5) (999,0,0,0)
% a- B1 H7 w2 N - alpha (0,0.5) (999,0.5)
& J" N. q6 `$ }' _) w7 ^3 K - randomstart false
7 m/ }, O1 y" z& H, P5 ] - active true* e& h) a8 s+ [% R8 u
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0" @% m; W9 z2 |! l* L
- </control>
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5 u8 w: b* `& A0 R* V! i4 ` {- <control>
: }: n( f7 c5 u$ W2 l" T - unitid 5
+ l6 W8 _1 K* H2 H# ^; ^ - active true4 m) P" V' N& a6 X8 |
- startposition 0 0 0" G+ b: ?; D. V" y5 }1 ^2 e
- lifetime 0 1000
7 g% h4 U7 M; m' F, K4 ? - animtime 1' ?4 { ~; L/ r' r
- bonename "Bip01 Spine" 4 `, O5 H$ y- @* |; j
- randomstart false
' r: [ i; j$ y8 i& Y7 i - active true Q7 h9 T! d! T( {: T; K
- </control>* a* G9 ~) O4 q! S( u
! S+ r7 f& M2 O F8 k ]- </scene>
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6 G. m/ \% ?* h/ D- </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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