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图片可以任意修改替换为别的图片
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2 I/ P2 N8 v0 W1 i5 n4 b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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3 i7 E) c/ o: @, e0 m- X0 Jeffectdata.020 ?* O0 [* l# l7 \3 L5 j. F/ }
2 Z& d2 ^9 b! }5 V. K- <cate> 1* G, _& ~! z# d) t3 {4 |
- <effectdata> 02 a' d/ E2 E8 C% n% A
- name sp_yellow_hand
7 [- v' p) Z7 @- R( R w" a - unittype sprite6 l; O( n( v: T$ I% S7 j
- billboardtype camera4 [( j5 m( K. @3 b% \
- tailstep 20 0 0.1 600 false
! j) H' S' h) U4 M) L9 _# L$ Y/ O6 P - size 1.0000004 |7 b% u( N+ g& v! f# h
- backprint false- y6 c1 ^& Z' r
- disort false
1 H( r+ `- R- p6 A4 M - texturefile Effect\monster\longch.dds
# h6 H7 j4 R2 t1 ^ - texturepack
- V! V+ P4 o! @+ M; H) e! A8 m - blendtype add
9 g* T! t6 R/ Q2 S - textureloop increase
- R1 v: P9 ]* [$ d - texanimtime 0) H4 g/ o) K8 N) ]/ {
- </effectdata>
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- <cate> 75 [' \. C4 D: Z, f& j
- <effectdata> 0
2 _4 c9 R- i+ d) J - name pt_yellow_short_light_02: F# r8 X+ Q! G; x" Q# @ @
- unittype particle
3 S$ u* p2 b8 T3 a - billboardtype camera
; L3 ], j: u) P* o. t: T b - tailstep 0 0 0 0 true' h$ [6 m8 B7 w7 ^: V2 t }
- size 2.000000
5 B+ t9 S1 w6 H. @ - texturefile Effect\monster\light01_orange#.dds
; l" @ d* W! M7 ~9 l - texturepack 3 R. L6 Y+ n6 [1 j2 X- Z
- blendtype add& U( |1 j1 X! J& k9 L- S) ^& U4 A) U
- textureloop increase4 t% O$ w4 k6 f7 h9 ~& c/ J. c
- texanimtime 0- ?# R/ J( ?" S' \1 y7 E
- leaftype sprite( O8 f/ }4 P0 |. j
- activestate exploderange; ?& O0 B U; k$ m" n1 m
- lifetime 200 2006 a/ B% O0 D% S! m, N! R
- emitrate 30
, }! }! x7 d5 b4 w" c3 ?- @8 [ - maxelementcount 10
2 B+ }; F+ A) c4 ^; ? - addrotate 60
- o4 l) {/ M4 ^- ?9 P7 J: J( U - velocity 0 0+ T1 G9 b2 K' y0 s9 D2 @
- acceleration 0.000000
- y) V& F0 i- F( Z0 h - spawndirection 0 0 0+ b# N) R% o9 c5 \
- gravity 0 0 0
8 t* H3 {' X7 x" Q& K, G2 e) E6 w" M - colorrange 0.000000
2 l7 H4 Z& S: h& N& g& A' h - startrange 0 0.5
|; m7 g" ?& P/ w - endposition 0 0 0
5 ]+ }) F( G6 E, P0 ~8 n6 S: G. ^ - particlesize 0.5 12 b+ B( H8 l; a" e2 q E' B+ X" H
- followdirection false2 t; R g9 N! s8 o
- spawndirabs true, ? M2 w6 w4 w* N
- trianglerender false1 W7 h% M0 c5 {( T8 J/ |; T
- </effectdata>
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- <cate> 3, A7 w& O* U }5 M
- <effectdata> 0. \5 D0 S- \# R8 ?( m
- name mh_EFFECT_EMBLEM_DRAGON
3 s+ S& K1 Z6 O- \ - unittype mesh
- {9 U; C( t9 ?7 w7 p - billboardtype camera$ ?7 B6 g, ?" M$ u6 A( J0 X: Y- [( G; H
- tailstep 0 0 0 0 false
, L+ Q# z/ \! F& W4 Q - size 1.000000
6 o) e6 d! ]/ {1 R% | - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack- d1 Y, f) V, n- y& u1 m! ^1 V9 _
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
4 u0 h& ]: c) @* w! D: }. E# F - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim% M1 t. P5 X9 ?, X8 A; D
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
5 Q1 b& e% ^( t( m8 S$ { - animlength 02 h6 U$ v2 A+ W" y
- twoside true
B9 [7 f4 M: r2 Q' D9 V - mesh_status 0 0.000000 0.000000 """ q- c! i/ m$ b5 R1 T: d) w$ N
- </effectdata>
复制代码
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effectscene.02
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- <cate> 5 game& I6 Y' ~* C) M; P! d- A: L, [
- # ######## EFFECT_EMBLEM_DRAGON ######### #! ?3 R) x* l: s7 a; ~1 [; u+ f
- <effect>: C% i* Z* J; ]* R
- id 1181" `2 F; A% f9 i2 I
- name EFFECT_EMBLEM_DRAGON
' I- V+ {( t# d2 k - culldist 2475082071472936200000000000000000.008 g6 f2 I# \$ }) ~8 K
- <list>
" G" i5 a( q1 M! M - res 1 sp_yellow_hand4 N, [. F' [( B* b+ _# t
- res 2 sp_yellow_hand. y# j1 A9 A' C3 m" b0 U
- res 3 pt_yellow_short_light_022 C8 e, B- w9 z- p4 a
- res 4 pt_yellow_short_light_02/ P7 Z9 [+ a4 x0 b5 P
- res 5 mh_EFFECT_EMBLEM_DRAGON
0 w- _9 d* z2 Q9 w' X9 v - </list>
* a/ q" P, n% D3 y, ? - <scene>
|. }! q6 T4 {- B& g( z - sceneid 1
$ Q, s' D8 B, ^9 `$ s! _ - name 1+ f7 A4 S: X8 ]# S
- <control>
$ T4 r- p, p9 e& g: M3 z" ] - unitid 1 Z* Y" L6 D+ k0 | a" k& I7 R
- active true
3 d) `7 S5 i/ m2 [1 ?' f+ ], i - startposition 0 0 0) X: w) O. L/ W; Z; m
- lifetime 0 1000
$ }2 i6 Q( C( w& z/ Z+ ]% K$ l - animtime 0
3 a* U7 K3 ?) f0 g - bonename "Bip01 Spine"
' ~7 I, E1 [/ U4 B6 @ - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
: A/ t' M' U |* ^, _ - alpha (0,0.5) (999,0.5) 0 l6 k, {) P. V9 A, @$ y5 a, G: G
- randomstart false
0 N" }( U7 T2 E9 p; J8 b - active true( h0 W7 v) G/ |( e R
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
4 D$ I3 D- B( t/ M9 e5 L" R - </control>
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- <control>
% T, Z8 w" G+ d1 X g! L3 K - unitid 2
$ }1 a! d W, F( W* P. u- c - active true
. Z. Q% s0 k4 u, G: L$ W& u - startposition 0 0 0
0 \/ K2 J% A; E) X! F% n" ?6 p$ ` - lifetime 0 1000 L7 G, y; q& q
- animtime 0" X" J8 G: Y' \
- bonename "Bip01 Spine"
; R6 m" N/ M1 D) `6 i$ m - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
- J2 u& e0 y( f' M N% _; G7 ~ - alpha (0,0.5) (999,0.5) " n' ~% K' K; b& W ~
- randomstart false# F& s9 h( z1 K/ h+ m6 d
- active true& f, h8 c) @0 @1 T
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 06 _. `2 t$ ^' P; v, [2 H
- </control>
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- <control>
4 h& m* n& H& B2 ^) P - unitid 3
' P, v, G) D- D - active true1 g- {- L2 y3 I6 i* _
- startposition 0 0 0
- U& d$ c( V r5 u - lifetime 0 1000
z) |8 b5 m% E1 Z4 ` - animtime 0: r, |: @5 y, Q$ _% [
- bonename "Bip01 Spine"
+ \7 o- Q n. H( e - scale (0,0.5,0.5,0.5) (999,0,0,0)
1 \) i# o: c% J: Z" y3 l4 T# u - alpha (0,0.5) (999,0.5)
4 n6 `/ s+ Z. F. w3 E# Y - randomstart false* L" x g( p; y( S( L+ Q& B+ ?2 N
- active true
/ c _# d4 l- h$ A - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0. L& `1 m4 e, W# N3 t
- </control>
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* \1 T" Z3 w& w0 L- <control>, P( M5 a# X1 h4 K
- unitid 4
# y( R; E; f$ H$ H* }3 z' R% ~1 t9 T - active true W, ]7 ^$ B5 h2 @8 Y: v
- startposition 0 0 0
- _+ A$ E, j6 I& V - lifetime 0 1000. w8 w% A( a& m0 S1 N% R6 X- ]
- animtime 0. a2 L% ?0 v3 r
- bonename "Bip01 Spine"
8 [8 s6 n2 p6 M1 t9 J$ E - scale (0,0.5,0.5,0.5) (999,0,0,0)
3 h0 ?8 n) I! B& u4 G; X - alpha (0,0.5) (999,0.5) ' y( i Q% t" j! U2 i1 C9 m
- randomstart false- |# @, K5 I3 S* r
- active true6 Z+ `9 M! `3 }5 q& y' T" z& d4 C
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0" m! k3 ]# ] e. y
- </control>
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- <control>
7 ~" K0 N2 S g# F0 g" j) t - unitid 53 W( o4 m9 y/ d3 U* Q0 W
- active true) ]/ F' l, s; \. a
- startposition 0 0 07 J; M6 Z3 `7 c. {6 g" g
- lifetime 0 1000
# z8 x: H- `) K" I - animtime 1
9 E0 q) X0 `( u% O9 `' u - bonename "Bip01 Spine" X( J7 V' A. v/ W1 \- t+ P3 V" W2 u
- randomstart false
0 L# \! c* ?/ j - active true
6 Y6 @+ X4 Z* G& \' q/ l( p - </control>; c7 S7 r. c1 F. p
8 E: |" P3 x! r% V- </scene>& T& B2 M7 D2 u9 Z+ I1 ~+ z3 Q. s
' k+ C2 E: V* C/ U: _+ d: u- </effect>
复制代码
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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