|
|
, `; `3 S* H* m. T- `3 B& G
4 Z; o% V9 q* t! ^- f" ?0 u( K8 \# P: m. X: l, e
图片可以任意修改替换为别的图片 + E8 A* w; _: p. f2 @, a n
/ ^% C" C, I5 r: F) x9 z* z! ], F4 `# f' s
注意下面代码不要直接替换 这个是需要手动增加进去的7 b, W; Q/ g( t% T
{/ P. j: R5 N3 V; T) Z& R
; }6 D* m0 Y0 u$ t( @& r* H
effectdata.02
6 S# J% d: j4 k, |) u0 m) P: F' q1 D8 n5 H
- <cate> 1
* B% C5 \8 D% U; q( U1 M7 D - <effectdata> 0/ P, v/ t+ a) L7 ~8 \
- name sp_yellow_hand/ g, q- U, o! K) \6 E" t9 F
- unittype sprite
$ t2 L+ M6 M/ z5 W - billboardtype camera, S2 ^* v* O3 y `. P O2 ~) u
- tailstep 20 0 0.1 600 false
9 V1 D0 j8 [! F, u, z/ @ - size 1.000000) ?- Q1 e9 t0 B& ?% p7 d) A
- backprint false% M% X" N( X/ t* B1 \- E
- disort false
' I5 }$ d; R% i - texturefile Effect\monster\longch.dds
* _, H3 s( \2 H/ j - texturepack
# A% B, m4 Z/ Q5 K: h - blendtype add
; S* c4 l9 V9 u4 |+ R8 b - textureloop increase4 a0 q( ~% Q1 J
- texanimtime 0( X: S, K4 Y E( f* H/ q) h) _7 z
- </effectdata>) z6 G( e8 G# ]5 n) o6 c* p
- ( J A* Z0 P4 M7 ~) L& g( D
- <cate> 7
( V, d* g9 G- t6 z - <effectdata> 00 m: m4 e. |" @4 }: ~9 o3 ?
- name pt_yellow_short_light_02$ X; v, m/ e- V1 o& K) L
- unittype particle
8 |4 `6 @$ E( s2 l( p! K - billboardtype camera7 u- r+ ^' m2 A4 e! r, f; X
- tailstep 0 0 0 0 true0 i8 t1 B- d5 X9 G: m/ {
- size 2.0000001 |' T0 q) \# Q6 M) ~& w
- texturefile Effect\monster\light01_orange#.dds
1 m) N; k5 h/ ]8 m$ z5 v4 i& D - texturepack ! j3 z+ d' T- q
- blendtype add3 g7 V/ D' b% u
- textureloop increase4 Y; p; O' d2 U; s. ~' s
- texanimtime 0; n/ X8 e7 z# Z% V2 Y9 q9 g8 p
- leaftype sprite
2 D, o6 o/ v$ Q4 o0 x$ e - activestate exploderange
& d; K1 ^6 k& B+ ? - lifetime 200 200
8 V% [# i2 O8 C5 D - emitrate 30
* X7 i! A ^1 y) G+ J - maxelementcount 10
& a4 \/ h* s- |" _/ z- f2 N - addrotate 60
/ q, n/ [6 _( R! V% |4 E - velocity 0 0
" H; n, A7 i6 }& J6 `* l9 b: Z- Y$ f - acceleration 0.000000
0 |& k/ ]9 {, O - spawndirection 0 0 04 T1 E2 v7 I1 L4 b- ~# S# ~1 N" q
- gravity 0 0 0+ ?9 B8 ?; P0 A0 J# Z" t. X
- colorrange 0.0000002 V0 |. `/ z1 X+ Q- o, z; ]
- startrange 0 0.5
" l: t l' ^3 H4 P n' Q - endposition 0 0 0& `+ o0 X/ F0 L. A
- particlesize 0.5 1
, X- V% o+ I/ N - followdirection false
2 _+ y" p% J% A; b0 s( T$ R - spawndirabs true9 ?: v9 Q9 E9 g
- trianglerender false
2 G* q* K. I! R - </effectdata>1 k1 p' w: V Z v# @6 e4 Y% G4 N
/ m; z8 ?1 `* U/ c; I# i/ r& M- <cate> 3
0 R C' W; O Z" z5 e, u) { - <effectdata> 0' B9 |& }! Z& u3 l5 |
- name mh_EFFECT_EMBLEM_DRAGON
7 C {$ D( `7 m+ K3 j* S - unittype mesh
9 p+ b, L m0 d+ f; j7 c7 h6 G - billboardtype camera
6 m- d7 _: E* ]/ u - tailstep 0 0 0 0 false% l" j( E) e0 e6 {
- size 1.0000002 F6 Y( w' E) K# B' f+ R6 X
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
: B; ?2 B8 p3 a7 i! D( T - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
; C$ H( P. p+ I/ Z - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
& Q1 Z3 [( g$ i$ d, a+ \( C - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel a8 U# G, Y) i4 W7 Z7 J
- animlength 0( m6 T/ O* ^5 g0 {
- twoside true
2 _. x1 q3 _' A" N: T6 ]* v - mesh_status 0 0.000000 0.000000 ""
0 K* L! Y( o2 } - </effectdata>
复制代码
% v7 M& p- ~/ f. P* v! Q; k9 A
/ T7 i4 ]- W" K) feffectscene.02
% J( q: }0 q5 C7 b) F" F' t i! G1 t2 q6 \6 K2 m
- <cate> 5 game
! M& l& n$ e5 p$ n - # ######## EFFECT_EMBLEM_DRAGON ######### #$ c3 N) v5 `, k2 w/ {$ a- F" ]
- <effect>
$ |4 c: p, K- C U5 { - id 1181
& c+ u& N5 H' t* s - name EFFECT_EMBLEM_DRAGON# J* j% A/ Q/ ~! P/ }; W! ]
- culldist 2475082071472936200000000000000000.00
' X% ^6 M; R: O( a; l8 B/ o& w - <list>
2 u6 m- `- e& Z8 l, k - res 1 sp_yellow_hand
6 t( R* l" t& ~9 d/ ~/ }5 N" }, o5 A - res 2 sp_yellow_hand
- e. u; o) \6 c) v& D5 _5 M; [ - res 3 pt_yellow_short_light_02
0 ]9 g6 D5 v; x3 m' } e$ h - res 4 pt_yellow_short_light_02
/ p: q; \8 I, K# J - res 5 mh_EFFECT_EMBLEM_DRAGON5 N3 n* s$ d' g9 [# [! B" ~& z: t
- </list>3 U" a1 a4 T5 ]0 c4 m, e$ \
- <scene># d7 }2 L( z# m9 ~; e: o! Z
- sceneid 1# l# R' o/ I. V$ a
- name 1
- C. t$ V/ B4 G* k* g' i2 Y6 F# Y - <control>. \& ]! Z& G0 o7 D
- unitid 1- ?- o+ x- c( ]2 @' F* I
- active true( A, S! s6 y: R& w4 i- O
- startposition 0 0 0
+ r2 k- `8 Q2 ~! r. e9 }% o - lifetime 0 10003 c. ~! B% G8 g4 E: E3 N" f2 u
- animtime 0# T" q5 U; w d1 H# {0 d
- bonename "Bip01 Spine" + `% v' V; _6 T/ s j
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 4 M, J7 r1 ?/ t2 E) K; Y x
- alpha (0,0.5) (999,0.5) # A* V8 N- B* Q2 v8 ]9 a
- randomstart false! G$ @( ]# P! V3 Q( j
- active true$ f/ e2 J2 M' w l v/ x7 T5 t
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
9 }) L$ W8 B5 T7 w1 o/ W - </control>' V4 B5 C$ i* U! ~/ m
7 l a6 G5 O: M- <control>
+ e" N! p: q! g8 h; Q! t; f8 P - unitid 2
% H' v2 S7 ]2 o6 u& h - active true
9 {& z8 E& S) A7 e& `) D - startposition 0 0 0/ g" n( a; y2 t% {! @
- lifetime 0 1000 P( s X% ^" f" U
- animtime 0
, P9 L1 Y }0 s+ B% p) ?' p - bonename "Bip01 Spine"
2 K4 }7 p9 H3 X& _7 N, U - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) & O$ j E# u, C& t( q" z
- alpha (0,0.5) (999,0.5) 3 D! R6 c# A3 c4 w
- randomstart false& T. d% R# a+ q9 `
- active true
( |9 T( [3 `6 K, O - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
- J; |2 U) k; t) u, M - </control>0 G- E( w2 Q _3 F6 D
( w3 f1 u, d+ U. P- <control>. o+ n; p1 P+ e9 h' t1 W# K, a
- unitid 3, P+ Y+ {1 ~" Y7 x+ f* m7 h
- active true! L% y, n& c- Z G* r! m& K
- startposition 0 0 0
" u2 B s$ K; }+ V r Y - lifetime 0 1000
% G& f0 S2 W1 P. X - animtime 04 V1 F7 D7 p0 e ~' K3 y' k3 B
- bonename "Bip01 Spine" x, ?8 p- _9 Q, O4 z' i+ D2 A; V# o
- scale (0,0.5,0.5,0.5) (999,0,0,0) & D( j$ [" p& ~* [' m9 O: m
- alpha (0,0.5) (999,0.5)
; B$ |; c: b6 P& A+ L( A - randomstart false
# b3 q9 c3 ]8 `2 r/ K5 E. ` - active true% T$ D3 w& _* I
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
# T) Y G( { d( L7 f" w9 } - </control>! |& D" W. [5 C* m
* d4 Y/ [+ n1 D$ ]- <control>
/ X& P. \3 E9 n- g" S2 k - unitid 48 p d8 m- m0 l2 C) \6 M8 W Q- m
- active true
& q4 J: Z3 v8 ~' @& G - startposition 0 0 0
* z( W# A" t. Y6 d - lifetime 0 1000# L: T0 \- i0 X4 M; V! ` r1 Z
- animtime 0
4 t% _1 ]4 U' _6 w8 c( q - bonename "Bip01 Spine" / G& A% O% l E/ L2 X* a! Q' \3 a
- scale (0,0.5,0.5,0.5) (999,0,0,0)
' ^; C; Y- p' c/ l) p - alpha (0,0.5) (999,0.5)
' b8 u1 U4 s7 F; l8 M# [ - randomstart false
8 r6 S) S2 t+ q9 X - active true
0 \3 [$ a8 j( m: m6 E; T6 P$ r - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 01 m- Q7 ~& S) K* _' ^$ d
- </control>
, j7 ^3 {* T4 `* e1 l% d
$ \5 b8 Y2 m1 ]4 m& r- <control>
. d0 i% v2 E2 U; t1 ]/ f - unitid 5
2 F! M2 h2 C" ?* w7 ~, t3 n1 r$ e$ p0 \ - active true
% i1 s# n8 y' K" t% e9 @ - startposition 0 0 02 M& ]( s) w0 k2 a$ O
- lifetime 0 1000
- @; `8 L8 a$ N+ @ - animtime 1/ Z$ l$ F# R9 l2 X9 \
- bonename "Bip01 Spine"
; o/ ?4 h" j' Y) j) g - randomstart false+ \5 I+ y; h9 m& y
- active true
( P. M3 U1 \- z3 v8 Q' c9 r0 G; F - </control>) D& h' l, b& w4 C9 l, e
- 3 v8 [4 D) \0 s
- </scene>
7 h, S# ]4 V9 s$ F3 e$ G7 k3 Q - 7 o, b- ^ V/ m) i0 U
- </effect>
复制代码
8 d7 \) d2 b3 w. o; R; A+ n5 M+ |6 x6 f/ `" I1 W
特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
b: T5 g% Y: g; u" s, g
/ |1 ]' ]0 G* L# K5 m2 t, W |
|