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9 T* `. A6 A8 f& T# C2 @9 Q图片可以任意修改替换为别的图片 2 r+ V% i% ]3 T9 u8 K8 P0 X
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) n" {" D) q; @7 D注意下面代码不要直接替换 这个是需要手动增加进去的8 w% U" F8 D, m/ ^
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! q, t# W) h$ P/ V" t; z8 b$ Weffectdata.02
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- <cate> 18 V' w( W d1 w) N
- <effectdata> 0
6 |* Q5 S6 G2 N: H3 \ - name sp_yellow_hand9 i) w! u0 c0 G9 `5 @5 }
- unittype sprite
* ?" M1 P; ~1 w r, [/ e g0 z - billboardtype camera
5 {6 S. ^' o% t7 V j - tailstep 20 0 0.1 600 false1 ^4 G8 L7 `) q2 ~2 I* b" y2 O
- size 1.000000
) ]; N" Q) H7 p5 R4 r - backprint false0 Q0 x0 F; V \( k# a% p
- disort false
3 W4 a1 h$ M8 v& j- w1 c; } - texturefile Effect\monster\longch.dds
/ u! m+ N, y( H( e. J% r# m - texturepack
0 g8 r S" i" h0 [; v5 b - blendtype add
$ `9 ?3 P1 h0 e, ~! m' J4 W( k$ R - textureloop increase
4 E3 w/ C( [! W3 d2 M: N - texanimtime 0
6 j% N7 ]9 z+ Z9 {& b3 w: T* | - </effectdata>* m( h* p2 j5 Z7 k0 L9 g. `
- ; R% @, ?/ O. G" M1 f, ~9 w4 J
- <cate> 7
( I( w* [3 Z/ a- w- p w+ _ - <effectdata> 0
0 i* y% G6 S+ l- z - name pt_yellow_short_light_02
- F- g( C4 `6 y - unittype particle
/ C1 u! v9 J: ?, m - billboardtype camera
8 l F5 \# B5 Z4 U" h - tailstep 0 0 0 0 true% u/ _9 |0 E9 o) Z- L/ e6 o. n
- size 2.000000
/ C6 ?) b& J, Z( d% l2 M3 q; d - texturefile Effect\monster\light01_orange#.dds7 }4 Y2 M$ e& K, _
- texturepack # T: p1 |3 s8 j$ D7 r0 w
- blendtype add
$ @1 A: `. H4 _- b% v& ?4 z - textureloop increase
7 r% g9 V' R2 Z - texanimtime 0, v j2 e& p O7 O( N
- leaftype sprite
9 g/ u+ Z4 q6 T* M4 v: B- J4 g - activestate exploderange
. D( L2 p5 `% U) ~* P - lifetime 200 2008 y# f1 K. l$ b/ b) h4 a4 J
- emitrate 30' x6 |* H7 @* _! @
- maxelementcount 105 K3 ^. T, ^5 ?; X
- addrotate 609 `. A% K3 M @6 A+ ]
- velocity 0 0" m2 {% `/ T; N! J
- acceleration 0.000000, I- M& A# _ f/ e9 P4 Q
- spawndirection 0 0 03 b9 W/ J+ E9 n! A
- gravity 0 0 0
7 a- T1 ? z# W5 T9 n) z: z - colorrange 0.000000 `( }$ T9 E# k2 W2 r
- startrange 0 0.5
4 _+ b2 v1 A8 t' `& ^# s% O - endposition 0 0 0
2 w+ I8 M$ N" M! g( _ - particlesize 0.5 1; o) r: K5 b' M: y" u/ }" q
- followdirection false
" N+ k$ g, I6 u$ ~9 p; s4 `7 F7 } - spawndirabs true
# e3 W" r0 m3 w+ N - trianglerender false6 T: B* c4 U8 @+ n$ l9 K
- </effectdata>! @. s. U% t; b$ _/ M, Y% ]7 B8 `
' m w% \2 M7 x. t* i! S- <cate> 3- u6 Y; Q" T1 W5 n5 L; d
- <effectdata> 0/ X6 D- A6 B! m; G+ E
- name mh_EFFECT_EMBLEM_DRAGON8 f) O5 x( R! M- }2 r9 k# H: Y
- unittype mesh0 {% @! t7 W; w m/ s: K/ ~0 u
- billboardtype camera
+ G' @; W( y4 Q7 U7 g - tailstep 0 0 0 0 false+ n$ O( _8 t. K7 s7 x5 [
- size 1.000000
, E/ | Q- ~1 @; y5 O/ L - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
! F' K8 l% M8 F. } - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
* G: F' M: T/ ]' N# U8 i& I9 g) v9 x - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim% ?8 b1 ?% v1 E @# u8 E$ _
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel5 N" c) g3 W9 L+ a" T2 @/ v+ H
- animlength 0
2 o6 s7 \. N# u! c - twoside true7 a7 s, e6 R. ?) B5 q4 ^
- mesh_status 0 0.000000 0.000000 ""
# o! x1 |8 E7 |( X% [5 V0 i, T - </effectdata>
复制代码
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% V/ W* {$ A" C6 h5 A' beffectscene.02
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- <cate> 5 game
; ~% G/ G6 z$ V, E4 x - # ######## EFFECT_EMBLEM_DRAGON ######### #: x ], ]& V. Q1 l. [4 p
- <effect>/ q2 h3 j. h- K6 W
- id 11813 {/ R0 Z1 o1 p- T9 i* ^
- name EFFECT_EMBLEM_DRAGON+ h7 J$ X/ [, s
- culldist 2475082071472936200000000000000000.00
: \. E" I' P0 B) k* m/ W/ O- i8 ` - <list>( r) U- D) ?" E9 Y- d# C% ?
- res 1 sp_yellow_hand* O+ ~/ h, f2 e' G; {
- res 2 sp_yellow_hand
6 Z# k& u4 T- j- i3 o+ Q - res 3 pt_yellow_short_light_02
: Q' `0 q+ Y6 `, v8 t& \ - res 4 pt_yellow_short_light_02' Z* x$ h% R$ ~, }( v
- res 5 mh_EFFECT_EMBLEM_DRAGON2 ^! ]$ v: s) l( @
- </list>5 E! P: j f: w, W, p
- <scene>
( e) Z1 v' D+ @1 k! a" p- u | - sceneid 11 E& g% w/ J8 `% L2 C9 m
- name 1
) W3 W: A4 I( f2 g3 P' H+ n! c# g - <control>& d3 Y! a, x% s# s9 A8 z
- unitid 1
( N7 G: z: z( E% G) e+ p' R# e - active true* Z7 n5 B+ a* Z1 v3 N7 T; s# i7 Q
- startposition 0 0 0( P( I* a5 [0 G
- lifetime 0 1000
/ K$ I, e j% f5 J* Z - animtime 0
' [2 K+ }* A6 ~4 t" Q2 M& c - bonename "Bip01 Spine"
+ e; I a' [) V* J# I3 q/ S - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
; V4 z4 X% }6 w5 |. ?# A - alpha (0,0.5) (999,0.5)
; K% ~5 j8 E! q9 T1 X1 W; } - randomstart false% c* N# p7 J9 N7 m6 I: i
- active true2 P' {7 a$ D( }
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0* K1 a, g1 s7 G$ _9 g& ?
- </control># u- |( A0 r Y$ J2 I3 H0 h
8 o& _. a& W8 R- ]5 b; O- x% W1 e' d$ K- <control>
1 b8 n/ E, i7 X - unitid 2: S* A; |( ^8 S% ^" V2 _* g
- active true
5 q1 |1 a! j& d$ V3 V0 f* W- W - startposition 0 0 0
: s- r9 k9 H9 j3 ~: H0 Z& Z - lifetime 0 1000& _- i2 c8 [3 c7 M6 z3 b: ]5 q
- animtime 07 R# g! R6 x& \
- bonename "Bip01 Spine" Q( w( U7 y( B$ |: S; K/ a
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
: Y' D) f6 F6 Y5 N- N/ Q7 Z1 T - alpha (0,0.5) (999,0.5) , `0 }6 r# j& `5 m; J
- randomstart false- h/ V& M6 U! D( v1 x1 D
- active true
! s9 ~: S! M! c+ V2 x& @- z - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
$ W/ t* n# M4 s0 E% |& O8 v7 r4 t9 t - </control>! v- M" r' B3 N2 x9 ~: @
( ~: x! _$ w, y/ s4 G1 S# v/ ]- <control>, q3 d9 `' p1 {" G
- unitid 32 y- j4 p) O- \" e5 s" x
- active true
9 E L9 L* M" P7 A% P - startposition 0 0 0
; w8 b6 k3 x- c - lifetime 0 1000
) r/ j2 g; N/ I( N8 P$ p( d - animtime 0
- }5 ~( o$ K3 s8 z3 O - bonename "Bip01 Spine" # [. n0 x" h c! ?1 [9 r
- scale (0,0.5,0.5,0.5) (999,0,0,0)
6 O% g) m, O3 l* H/ m: U - alpha (0,0.5) (999,0.5) / D; Q4 g; d. G0 q7 {# d
- randomstart false
& Z2 I, t5 }4 `) O0 E3 ~ - active true+ z" ?7 [! L' m+ V. C
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
n' x2 }. V! x: Z' R - </control>. M8 C( [9 j( o7 @* X3 ~$ d/ L; k
% v2 z1 x0 ^( f/ O, B- <control>
6 `" k; B1 ~' v) a! m - unitid 4
; G* _$ m) e' K: W: e2 j! Z - active true& p1 D( H5 d9 p+ ]
- startposition 0 0 0# \ j7 k, b6 W
- lifetime 0 10008 H$ U2 e5 ?4 ~
- animtime 0$ {4 v6 o' U* B/ N) G2 p5 x( K
- bonename "Bip01 Spine" 9 c' O5 ^. L$ u$ Y& S1 b
- scale (0,0.5,0.5,0.5) (999,0,0,0)
- q# F. S8 I" H$ w - alpha (0,0.5) (999,0.5) , w/ L6 V/ c0 O8 P
- randomstart false6 u0 g7 {( G! V6 h6 z+ ^: {
- active true
3 G+ z: y5 L) t2 O# n' C* i( Z1 W - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0. q0 T- T6 t0 n& x: n
- </control>0 M( C& i) P3 b' O3 g
7 {0 K4 n# q0 r! s$ b- <control>- a9 j, t- \! e, {! {" L
- unitid 5
: O( H1 O2 {- W- O, {$ s" r* E - active true
0 m3 O0 z1 r2 I# A8 F P6 { u# P - startposition 0 0 0' q O5 `- |2 i" M& n: V
- lifetime 0 10006 U& A* O6 X/ j/ G: L/ D; C3 N# R ^
- animtime 15 ]5 B& b) m y7 ~
- bonename "Bip01 Spine" $ M) q1 X) {$ }4 J1 J5 A
- randomstart false
5 _( m6 a! M1 @' K6 w0 o* a- G4 E - active true* \2 D$ f% h. ?0 c# \6 j) `6 Q; w0 P
- </control>
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m# @3 X; Q& {- </scene>
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5 \0 ~# D; `6 p5 w+ o' x9 W- </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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