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图片可以任意修改替换为别的图片 ) w5 E+ n4 ]* L) A/ _& n
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9 \+ m3 M- @1 n( D- H! x. R% w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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1 o# V. d; s L: C( i6 V& ~effectdata.02
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- <cate> 1
6 v1 Y6 i1 h: c* ]0 i - <effectdata> 0/ E C+ R3 n0 v% x1 @: Z
- name sp_yellow_hand% U# m8 a6 Z$ Z
- unittype sprite
3 w5 r3 t8 m, e r- A) H - billboardtype camera
* F( s6 N b0 j' _ - tailstep 20 0 0.1 600 false
7 v$ j& n& U8 \! V1 w6 f - size 1.000000
! N2 j# m' J1 z - backprint false! P$ J% j( u" Q c$ ]
- disort false
4 A7 B8 E% q# e# s - texturefile Effect\monster\longch.dds' b. q9 ^5 p2 {2 a) i1 Q
- texturepack , J i, n3 Z. I% R7 ^. i6 g
- blendtype add
& { ~# O+ s: Z: p - textureloop increase
0 W, e: o0 c. x0 t/ i3 P, P. R% Q - texanimtime 0
' e1 ~0 U7 d, n( b - </effectdata>$ u( x1 l; h& k0 h& ~+ M
3 U/ {! I: H% S$ j3 x; i0 T- <cate> 7
% \, X2 r" i) M9 |+ {+ G7 l - <effectdata> 0
1 D) h3 k% K( B+ F" M) i+ S - name pt_yellow_short_light_02
, Q- I1 o+ m: X - unittype particle: a1 Q, U: S5 P8 a# F
- billboardtype camera
; Y0 M+ d+ S0 f. }0 l& R4 f7 [" l - tailstep 0 0 0 0 true' N' _" g/ Q: q$ w$ a9 A5 o
- size 2.0000007 U) M1 L; ]) N
- texturefile Effect\monster\light01_orange#.dds
6 w$ j) ?' @9 U W5 |: w) y" w - texturepack ( U/ p5 n' a5 o' x |
- blendtype add6 k/ a5 R! M" V0 w
- textureloop increase" s: e+ v; N ]: c2 \* P1 J+ m3 X
- texanimtime 0
7 m8 L: t2 ~6 ? - leaftype sprite
5 }; X% N+ Q. X7 M - activestate exploderange/ I1 x8 p2 o* ?8 q: k: w
- lifetime 200 200
: p5 @* t( ^. C* x- z) y - emitrate 30 Z, {+ Z ^5 M2 D) T
- maxelementcount 10( f, j8 @" Z) M* V5 [% d
- addrotate 60
& F! T6 w: v2 q0 b4 Q4 S - velocity 0 0
2 s8 f7 d1 k, v4 N! n% u- o% V1 Z - acceleration 0.000000* O! t/ N* `7 `7 _
- spawndirection 0 0 0
: O: P2 o1 e% a' u+ n$ O - gravity 0 0 0
5 @: b# H' r& E, g3 Q8 B - colorrange 0.000000+ e: R0 K3 v8 d8 X) e
- startrange 0 0.5' J2 K# a) p* J2 m, j* s/ E. C# i, Q
- endposition 0 0 0
1 D5 a/ I/ }! T' G6 p; R; k2 n4 Q - particlesize 0.5 1
7 c# I! Q9 _2 g5 ?7 S - followdirection false
0 Z# s9 f! m" g( y% |( P - spawndirabs true, B5 p* _0 G/ e, w
- trianglerender false
6 q8 P1 g5 {* Z& g6 h; a5 [ - </effectdata>
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- <cate> 3/ y" g( `5 U7 r6 N
- <effectdata> 0
6 d( V- e8 M- R* C - name mh_EFFECT_EMBLEM_DRAGON2 g* P' N, ]0 ] T% U
- unittype mesh
7 e5 s7 j, h+ e0 o0 l$ ]% g - billboardtype camera
4 F# {5 Z% V1 x J- Q/ O$ d - tailstep 0 0 0 0 false
8 X6 R. S: P% Z$ t& C4 } - size 1.000000
6 Q: S! I6 o* L. U! q( _ - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack2 m8 r7 M) N7 N7 F/ x4 E) t e( H
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh6 S" T1 l$ f: [1 L
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
. n s( c/ a* s* o" m, j' ]1 G - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
, O) a3 f' x6 D, A4 X7 O - animlength 0, Q7 Y# C5 q& u: _% |
- twoside true; k* n1 d% ~7 |# U2 U
- mesh_status 0 0.000000 0.000000 ""
& `* N3 c1 D, ]$ Z4 a; x - </effectdata>
复制代码 " P5 N& l; T! o) ~- T: `+ f& D' Z
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effectscene.02
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/ ~( f9 D7 x+ ]' P! Q8 G- <cate> 5 game2 \! Z1 J% y9 s" T) Q# Y
- # ######## EFFECT_EMBLEM_DRAGON ######### #
v" i6 r5 w+ L. |$ n$ ? X) h9 v - <effect>& k f2 w; R( w8 u# t& g
- id 11815 j: I" B& Z K9 R3 I9 d6 }
- name EFFECT_EMBLEM_DRAGON
# I- l; v2 R* k1 u/ P+ i4 j3 B - culldist 2475082071472936200000000000000000.002 V) M$ H( \* N$ J
- <list> f- j6 ~) I8 s; Q
- res 1 sp_yellow_hand# Y% j# ]4 O* Y6 m5 F5 w& o& O
- res 2 sp_yellow_hand% A4 K& E8 ~6 ^3 ]5 S
- res 3 pt_yellow_short_light_027 X4 j% t# Q: s& C3 J* g- M( V
- res 4 pt_yellow_short_light_02
/ z" K% h- C9 A* }' L - res 5 mh_EFFECT_EMBLEM_DRAGON, J" d$ O6 \7 G* C; n( x: W
- </list>
7 Q/ g. K+ p* [ p' m# X - <scene>! v9 @- a6 }4 L+ o0 S' z
- sceneid 1% s4 t v' A- f- _+ H4 ]: l
- name 1
3 h/ e S7 W- }% W, a/ [' W% n. K - <control>4 g7 i9 G4 {) R3 n9 o( a; t
- unitid 11 G) l7 _% R! X
- active true
2 R1 J$ v J9 R# w4 f - startposition 0 0 0! F+ U: ^' Q- P0 h* y) F
- lifetime 0 1000; t- n: O( K6 G3 e6 p2 Y. k
- animtime 07 A9 H: D5 E4 ^/ [- c
- bonename "Bip01 Spine"
, f! O1 S( v$ g- M+ W - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ( F4 ?! i+ @1 m4 t% J# ]
- alpha (0,0.5) (999,0.5)
v. _9 A8 B6 d( f) V - randomstart false
3 w0 T' N U+ [2 X0 H4 |) z - active true" f; i( ^, c0 E
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 06 S% U) `* d" `" z8 L* A u- \. X+ ?
- </control>- m D! l3 b" r5 B5 t) \& g
- c+ |4 v; y; }4 Y1 q- L- <control>
4 G5 \) d& F. l7 m4 q - unitid 23 Z. H" g6 |' N# c0 v# E5 d
- active true1 t7 V; @& n$ y
- startposition 0 0 0
: a; `4 X _% i: V8 B - lifetime 0 1000
. Z5 m) T( `9 I* {5 [, K* E1 g - animtime 0/ w$ _7 w7 q5 T
- bonename "Bip01 Spine" ( v" T6 z V/ ]& v
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) " C; ]/ z. c8 U8 Q" k! l. b
- alpha (0,0.5) (999,0.5)
1 y a( y. z4 F, u6 q - randomstart false: k& ] \: m- n9 X) z1 `" V
- active true
8 Y! D: v3 s$ [, b5 X - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
2 A% ^+ C: y) \2 U - </control># k! |8 a' ~: s$ ^( X9 H3 b
7 a$ U; c1 E9 {0 Z- <control>
: K5 u7 c5 Y& C, c/ F - unitid 3
- ^) K" \$ ^! p" E! r/ o2 J - active true& H9 _0 e8 t: \) z1 g
- startposition 0 0 0
o& p% U4 _( i9 d+ a! B8 u - lifetime 0 1000
$ U' q: c2 A4 T! W - animtime 0
) P8 S3 f9 d; z5 p! f* m k2 g - bonename "Bip01 Spine" ; Z) M9 |; U) l
- scale (0,0.5,0.5,0.5) (999,0,0,0)
6 T! [% \" P- J& t2 k1 B1 y) ]( X - alpha (0,0.5) (999,0.5) # b$ b. g( i+ P( S3 y/ |
- randomstart false
/ o( K# `4 g$ C( n& y - active true7 v5 `; h4 P- Y: _6 y- R0 B& M# w$ ]# u
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
" g g7 z' R; R' F# ~, j! ?/ l/ c0 { - </control>
5 [; \4 a/ {) M+ U4 q4 ~ - ' U- @( q5 i9 c( {: F6 g# }
- <control>
) [1 n1 |* u. U }# ] - unitid 4
$ x8 \( M! D$ z9 c - active true6 ~ ^% T1 s5 O4 g& s+ e% i* H
- startposition 0 0 0+ Q( M$ T7 d2 R
- lifetime 0 1000
, J' M. b( m& ?2 y - animtime 0
) D) f. B) P9 N, l - bonename "Bip01 Spine"
. f7 o1 ^" n" @0 ?3 b - scale (0,0.5,0.5,0.5) (999,0,0,0) & r' P" @& h( |" ]
- alpha (0,0.5) (999,0.5)
o/ b8 f! g: V9 `# p) }0 } - randomstart false& S6 T( H' e5 b N9 D1 i# b2 s* F
- active true
$ |; ?5 J P- @ - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
( B! j8 c8 P. a- ` - </control>
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- <control>
+ c7 G# R1 I! F/ A, n! }5 T - unitid 5
0 A1 z. f$ r! X( \9 ^ - active true5 J" l$ N: A) D, f, \( `
- startposition 0 0 0
0 R$ L$ t# b/ ~ - lifetime 0 1000
# n. E( t' O3 ?# ^9 O( z! ? - animtime 1
. }: |& B: I. v8 n2 X- i - bonename "Bip01 Spine"
4 [# y C* o* W3 c - randomstart false8 |4 ^3 h* }. }& j, K
- active true
9 K1 o. d2 J5 [ u& V/ }$ z8 G - </control>5 X8 I/ [ [# E' G# H: _% }
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- </scene>7 L- d- d; n9 ~; M! ^, i* V& r+ H L
, N1 i" y; D* Z3 h- </effect>
复制代码 ( G2 J6 R2 r( z/ m4 d7 ?4 `$ L
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特效.zip
(408.85 KB, 下载次数: 0, 售价: 10 贡献)
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