|
5 {2 w5 S7 V7 F `
& `% D; h6 J6 d1 a1 n% ?6 q3 y% C- Y% }
图片可以任意修改替换为别的图片
# }2 ]. ]8 n$ W I" E o0 Y! t
3 l3 Q* J, S5 ] T6 B6 n. S! A1 R0 P- v5 l. }3 _
注意下面代码不要直接替换 这个是需要手动增加进去的 f! {* E2 ~6 O# o' U5 }, `
' a5 b# b8 z* w; [. D* c
+ M- O5 e; W. n. @4 N6 ?; h# p% ]effectdata.02: J$ f# N8 o; O. U* [# \0 i' D
/ ^* [8 ^! ?: X: A8 V Z- y
- <cate> 10 c! j" T3 k! [# v- x
- <effectdata> 0
9 U8 n. Y$ F. b - name sp_yellow_hand
5 g* U: a; h. v( C - unittype sprite
8 M& u, ]& U# W, R Z2 B: ~ - billboardtype camera h) |6 T1 S+ U0 |
- tailstep 20 0 0.1 600 false
5 K: r- [( [ ^# k1 ^$ }- p - size 1.000000
4 ?* p$ r3 p# J# P0 _+ L - backprint false
$ e5 B2 R$ z9 S( p6 o - disort false
# u6 d$ T4 ^' O7 y% p, Q - texturefile Effect\monster\longch.dds7 E' D' A3 [' u! j
- texturepack ! _ I2 m0 x1 ~; l* }8 z: S9 z5 [
- blendtype add9 B A' v# p# i' \8 X. U
- textureloop increase
$ W+ P- B3 B9 Y" [+ m5 B) N - texanimtime 0
. z% m( e: k! ^5 Y# j) ?4 a0 ?6 h - </effectdata>
: K5 R9 }* e4 Z9 K - ; ?! `3 Z7 @+ _/ C( W" G( ?
- <cate> 7! u; ?5 r# j4 `' A+ y$ c
- <effectdata> 0: ?3 R' w* m- q4 u. w9 g, N- [
- name pt_yellow_short_light_020 g6 c5 A/ ^% q9 u, `! ]
- unittype particle8 ]. W1 Z0 A2 i9 v
- billboardtype camera
! u# s% ~4 k! _ - tailstep 0 0 0 0 true
$ j! c. Z$ d/ p2 \ - size 2.000000
! `9 n( ^ ]: ^! M - texturefile Effect\monster\light01_orange#.dds
; I' \! {7 I1 r7 C# L0 j - texturepack , V! P) j7 m# T
- blendtype add2 R! v' C+ W5 o+ ?7 t7 t) F
- textureloop increase
1 e1 K% M8 U* @ - texanimtime 0
0 P6 V6 L' c, K* p - leaftype sprite
. v2 u: y8 E- Q6 Q1 G! l l0 U - activestate exploderange
5 p- W6 }: T- f8 Z/ I - lifetime 200 200
' Z6 v6 v* u- d) Y; }/ l( V9 t6 F9 s - emitrate 301 g9 G9 c# K3 @
- maxelementcount 10
8 w4 B3 K. F! e0 W - addrotate 60
* y0 F: p7 q6 j# a1 y9 }9 L$ p. y - velocity 0 0
& Q2 c9 G- e1 n. w - acceleration 0.000000
9 _% ~7 K' L2 l" ?7 g. [ - spawndirection 0 0 0
, G7 m+ H4 l) d" r1 j - gravity 0 0 0
. y, X$ o) Y+ g0 E6 z' h5 {: f - colorrange 0.000000
" c% u" [0 G" d% q3 H - startrange 0 0.5
' x8 A, A; o+ l, R" k. F - endposition 0 0 0
. }: H1 n7 ], N( e* D- G& W% h - particlesize 0.5 1
+ s5 ?# H0 Z: i& M, s9 j' R8 | - followdirection false
7 q( G. R3 ~, c$ i - spawndirabs true
1 b8 x8 i! W0 H - trianglerender false5 @9 W8 p+ o( S9 `" r0 r+ v0 p
- </effectdata>( W. H; U1 |( E+ N
- 2 I$ c( X9 [/ y0 m/ \
- <cate> 32 K4 Q0 W! I3 }* F, G7 q0 f
- <effectdata> 07 Y- u) k' E1 R$ q
- name mh_EFFECT_EMBLEM_DRAGON, H! @' ~' \' c& n/ h! P
- unittype mesh
. D' J) Z/ x' V - billboardtype camera! I$ x: `% b: U0 J9 _8 j/ y7 A
- tailstep 0 0 0 0 false' V0 _3 i' C7 F# G6 w2 T
- size 1.000000
9 I, e1 T8 X& K1 L - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
! i* A; u6 o7 S3 T7 Q - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
9 h9 S& h0 q; [1 G: c1 p: z5 T - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
! x) B) }% ]/ }( m - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel) a; h7 r; d+ L# k+ Q
- animlength 03 r5 s4 G. }; v0 W$ s
- twoside true. Z8 n; O: l. W }/ h$ i
- mesh_status 0 0.000000 0.000000 ""
; i8 s7 {% s( q6 l5 F q- h/ |1 q - </effectdata>
复制代码 ( t9 i* p1 K9 c6 [5 ^
2 ] _6 v( k: C& [
effectscene.02
9 p! F- x! s' s7 t- J. W
* b$ R& b5 ?- |$ E0 b( X3 o. Q- <cate> 5 game
D: O" }7 }* ^4 _ - # ######## EFFECT_EMBLEM_DRAGON ######### #
% o7 p2 R, H1 f4 F* r; p" b - <effect>
4 j( q6 h6 W/ [! v% W6 D3 h* e - id 1181! X3 N- I7 m7 X8 |; V' o
- name EFFECT_EMBLEM_DRAGON: N( d I; T4 p1 c: S6 W- f- ?
- culldist 2475082071472936200000000000000000.00
! k* z7 ]: U# ?8 R% M7 {1 z# e/ H - <list>! s `# N9 m9 h ^: A, @ L! O
- res 1 sp_yellow_hand
' l# w! R, h& O r" X+ u* l" i - res 2 sp_yellow_hand8 @ T6 y6 T% l* B
- res 3 pt_yellow_short_light_02
$ o" Q( t. B! Z* u$ G* Q$ m - res 4 pt_yellow_short_light_02
h5 M( z; B$ @2 [" @6 \ - res 5 mh_EFFECT_EMBLEM_DRAGON. g+ l, G$ D& J
- </list>' }" ~2 A& o% j( s- m) b# b
- <scene>
* B& |& ]: A6 b4 W0 N - sceneid 14 {. @4 H/ \( e* }, o
- name 1& g& J# [+ L, F1 C0 X! B; B7 ], W
- <control>6 D, Q0 S1 c, I x5 @; S( @0 w; s
- unitid 1
: v/ }" n7 v' y0 g* W, u - active true: y+ V, Y' F) Q; q7 W
- startposition 0 0 03 Y4 t1 O3 U$ E* l! O( R
- lifetime 0 1000' ^/ g. g3 i4 _! ]) j0 k7 X
- animtime 0
7 n4 m9 y" T' V5 h3 P) W7 o8 Z - bonename "Bip01 Spine" ! o% z/ b' m0 x- O: |3 F
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 3 M- v+ H r1 E, M( e
- alpha (0,0.5) (999,0.5)
- p+ Q* w4 I7 Z - randomstart false
( i) ^! y; H1 W& R3 | - active true
4 e& ~9 ^1 t5 j5 c; J `0 G0 C2 R& G% l - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
C& H3 R1 ~1 S: d! R - </control>
4 L2 j* [- v8 y" e- G, J6 t - 2 k2 m! J% B$ G
- <control>' s# O# L0 N1 B& I1 U- C
- unitid 2
- u! o/ h: B% M3 S S$ H - active true6 h/ x* \! d E5 m8 Z3 T r3 X5 v; n
- startposition 0 0 0
* @. f/ N5 r+ J6 A - lifetime 0 1000
) S& J! h9 H4 t @ - animtime 07 O2 `9 L- u4 Y) d+ @1 G% ?: d
- bonename "Bip01 Spine" r4 d. R+ B4 W- k+ s' }% |' ^
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 3 P0 ?1 m: y" z
- alpha (0,0.5) (999,0.5)
8 b2 ~) O* }+ g7 z - randomstart false
' O& K; J6 n$ R$ L# J - active true
5 C6 R- Z8 a$ H6 n5 U - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 06 U( g! I1 O; E! H$ m# n5 F
- </control>4 i+ z8 s B* V+ _4 O7 {
}3 v( B D8 U ?- <control>
7 G$ l, n8 G# f+ g, y8 I5 @9 J - unitid 3
* t9 Z& w% |3 T3 [ - active true% x/ r1 W) l* s0 ]
- startposition 0 0 0
: E( S- i! g) Y! D; Y - lifetime 0 10004 r# c$ c+ k5 B' m) d8 R: {$ ]! G
- animtime 0
; q2 D* ?) i# R, y% @" f - bonename "Bip01 Spine"
F- o7 I" a7 g: r0 h+ I( m+ w - scale (0,0.5,0.5,0.5) (999,0,0,0)
. C7 g4 Z) K4 o- k - alpha (0,0.5) (999,0.5)
7 i( U. O# z. S6 ], I; Z - randomstart false
$ ]5 i% s. c& j2 T - active true
! Q$ q8 ?! g( M1 |; E( \3 X# S - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 09 U$ o* T# ^3 N' j( Y& z
- </control>% b8 D m/ o; u+ ]" B
2 k2 ^4 v. S5 N/ o+ M4 H- <control>
4 @& M" g5 e1 @: U - unitid 4. C6 r1 c) v0 l1 C: A3 t6 k# S
- active true" f; L$ w1 I' w4 a
- startposition 0 0 03 |$ G; l- N! X" L
- lifetime 0 1000
4 R+ K6 P5 c" K$ y - animtime 0
3 K+ J o0 U g* o% c - bonename "Bip01 Spine" $ Z5 _1 n/ C# @$ X) q2 k% ?5 [
- scale (0,0.5,0.5,0.5) (999,0,0,0) o* d0 V* K4 O& N
- alpha (0,0.5) (999,0.5) ) l2 }& a# g- {) t5 [" {
- randomstart false. o" L* b3 |4 F& p# ?3 @
- active true5 p: ?/ N3 n2 x
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 08 {; ~9 l2 G9 p) z
- </control>
3 m' \" z, b5 n1 m
8 r- a, T7 Z- D) e# m# |- <control>
) B: c! f6 f( A0 T - unitid 59 ~' E0 V! x) m# h2 N/ Z: E
- active true
) Q6 H0 p8 B# x- a ] - startposition 0 0 0
6 u/ O7 w* ~8 g3 t: S - lifetime 0 1000
/ J4 E+ u( m; j2 E) Z7 G3 V - animtime 11 u( }7 b7 B" d& Z$ G
- bonename "Bip01 Spine"
" F8 R9 b& Q: ^) p/ k - randomstart false
/ K$ V2 q$ [( A - active true
! U4 W0 O, Q$ n - </control>
( M j4 n6 C# u- v0 ^# I - ! \; K3 Y6 T9 p) p, K
- </scene>
" L# z9 A1 {4 y/ ~/ y
9 d* @7 q; ^% L$ s- </effect>
复制代码
s# j; g' h! }2 g
( O2 R8 b( m$ G9 [& t1 Y
特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
" d$ K6 w8 D" `: @1 t$ L$ y5 u9 x
|
|