|
|
/ p$ U9 y" f& J* F) n& d8 J. r2 [" V( h
) ~2 u+ e' L- {图片可以任意修改替换为别的图片 2 `8 I; m: r* y$ }
" d: u% S9 Z" H6 a& i& m+ w
& ]0 S' I$ v" S5 K0 M注意下面代码不要直接替换 这个是需要手动增加进去的
1 X2 g( a! T5 c, I% }; m1 }& E
6 }) f5 E+ j3 f9 R. A0 }: p0 Q# [# R0 [9 `
effectdata.02- U' ^8 s/ q4 W' n
+ L9 n/ a* G( ]" R9 |& S
- <cate> 1; a* M1 }0 i/ ]; D
- <effectdata> 0& A3 A- u$ Y4 U/ g
- name sp_yellow_hand
/ ~# [5 m, _9 D9 D0 Z7 R V - unittype sprite
3 ~6 p3 s+ k1 b - billboardtype camera1 z) d0 b( U8 u( J, D, N; W
- tailstep 20 0 0.1 600 false8 T1 w u, r$ g
- size 1.000000
5 w" X, E& V7 J' H( X - backprint false- x L; ^$ s. ]: K$ O0 ]4 x' v
- disort false
- \9 B2 ?& X7 a- w* I6 C' s - texturefile Effect\monster\longch.dds$ f7 C3 |" ]7 F& M) J0 h
- texturepack 1 v3 ~5 q1 N' u) I0 y
- blendtype add* }" m8 L- `% d8 [
- textureloop increase
( H+ h; O* Q& m, |' C - texanimtime 0! U, l) k- f! i% i$ y4 R. P
- </effectdata>1 m/ L, P: }5 x
, x3 w$ q1 o0 R. @( y- <cate> 70 t7 T7 ~$ _7 y, U
- <effectdata> 0
( o/ E3 q8 i7 I1 F2 a( w' X - name pt_yellow_short_light_020 }3 b( J5 X) ~
- unittype particle
" t/ a$ \( K$ Y, n6 t9 k% V - billboardtype camera
* {3 @5 M% O* e" K - tailstep 0 0 0 0 true
, p4 e/ c5 p2 @ n - size 2.000000
- X0 s9 _) x$ N v2 D; } - texturefile Effect\monster\light01_orange#.dds, c/ L/ X8 Q& ^; P
- texturepack
; S3 _7 f8 R. m+ @0 \- q - blendtype add
" E% w' z# H5 i6 Q4 @ - textureloop increase( C1 u9 Y: g7 \: y* O6 i2 I2 K
- texanimtime 0
' ~ k) F3 @9 S- u' D$ j - leaftype sprite' C4 p- @* Q3 s/ M l
- activestate exploderange# P& M. _7 n! a0 L% i9 \& C
- lifetime 200 200
' X, C w9 X2 l8 q - emitrate 307 w/ S3 H r. v# B3 E
- maxelementcount 10- h" @/ G9 u8 d) m( F/ \" V0 J
- addrotate 60$ E& U. T: w( [/ J( D8 M+ M" U$ P
- velocity 0 0
4 p3 x; A6 ~* K9 M( F - acceleration 0.000000& a5 r; @3 \5 s6 H2 {) v3 f7 [
- spawndirection 0 0 0 O W* E; N1 d$ D6 T+ ?
- gravity 0 0 0
! u5 S, P8 q# Y) T - colorrange 0.000000
- q4 u% e. {8 ]. z' w2 Q - startrange 0 0.5
: Y) }& v0 m! j! X# Q( g - endposition 0 0 0
; o8 S+ Z0 P! G2 U - particlesize 0.5 16 W( p' Z& |3 @ G/ l- q
- followdirection false
" d0 w7 g" w' c/ X, u: `7 L - spawndirabs true
4 X" T7 ?& a& \) G2 W1 j - trianglerender false- X- F+ G7 S( Z/ Q
- </effectdata>
- n' G. P7 A- @7 e
. P8 t3 R) u% e8 A8 {1 @* k- <cate> 3$ r4 Z+ D6 W4 L) z/ ~
- <effectdata> 0' a' U* h/ {3 A
- name mh_EFFECT_EMBLEM_DRAGON! t& r: V7 d4 h
- unittype mesh% k* V4 p3 p: y2 D/ I
- billboardtype camera
( _. h0 f7 k$ a8 }$ b- w% U - tailstep 0 0 0 0 false
3 E6 F, g, e2 d; `2 |4 l: g4 ]! x - size 1.000000
" @0 B5 `- {% n6 H9 A) x - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack5 _& h1 E' u. s; T' H
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh; e& ~+ o6 [# L9 L
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim2 b n1 ]; D! h' E3 B$ u
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel$ V6 R5 }% l" ^9 w
- animlength 00 P, N1 `. O, O, y: w9 x g
- twoside true3 ~( @2 V$ ~2 M5 f9 N; p9 {' L
- mesh_status 0 0.000000 0.000000 ""
3 x5 r* J, z k: P0 x: A7 i2 R( F' q+ \ - </effectdata>
复制代码 ; q! ~2 X$ z8 v! Z5 ~
! C/ ^. S) z+ O0 m# x
effectscene.02
, i3 T% F: s' I2 y8 V# `* l y- q4 R! M& R( d1 o& K- Z, g
- <cate> 5 game
5 i, D) B! ?0 n( X3 \" ?1 f - # ######## EFFECT_EMBLEM_DRAGON ######### #
; B4 `" y* @6 V, J+ ]/ h - <effect>
; G3 {% h5 S9 c7 _' w' C - id 1181
3 o+ l: h. @) Z" G+ q& W9 U - name EFFECT_EMBLEM_DRAGON
1 q1 _- q5 d6 @% X - culldist 2475082071472936200000000000000000.00- Z3 ^' y) c! n# j/ M8 y; z; I& R
- <list>5 q. r# \7 k+ S
- res 1 sp_yellow_hand
2 O$ ^3 f; z6 d/ j- { - res 2 sp_yellow_hand
1 Q' P$ X& [/ _0 T - res 3 pt_yellow_short_light_022 U8 r! c3 @& A3 T( T
- res 4 pt_yellow_short_light_02* {, a F5 n+ }" f
- res 5 mh_EFFECT_EMBLEM_DRAGON
1 v, ]7 X1 k0 k1 q2 o7 b - </list>
l( p! U" u# D1 m' x - <scene>
1 a! `* g" e1 I" r% a2 p - sceneid 1
' ?- k8 [6 k& O: Q W( v: E+ | - name 1
/ n2 `0 m0 ~. ]0 y- ~! z9 l8 ~8 s - <control>; v$ }1 { U1 i: @" W
- unitid 14 B6 p) A: b/ m
- active true
2 [8 C) J& I0 Z: p! U - startposition 0 0 0
" s' q9 c% {; b+ q5 L0 Z - lifetime 0 1000" _& z8 M' R4 T# P
- animtime 0
' b5 ^% l2 V7 W6 U5 v& v/ @ - bonename "Bip01 Spine"
( x* q4 P' _, l6 V( k; _7 S, O - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
4 \; T4 _& ~" w7 ]8 l7 w - alpha (0,0.5) (999,0.5)
2 ]4 _/ [) g2 i$ i - randomstart false
4 x# }2 z1 F. x) v& `5 G8 P - active true3 c. }3 |1 j6 ~( C. b8 I4 f% }# P
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
/ m- |8 h# f# B) o- K: s. p Z8 h% y - </control> ` g) ]+ m7 t1 U
- ( r6 P! l6 k" d8 u' R; R6 a
- <control>: ~; {& Z! b, T# x, @, l
- unitid 2
( z% H4 [% o' D* J - active true
T% E6 a& R9 m b4 ]0 p0 B) H - startposition 0 0 03 K$ X L, ~3 l9 D; Z9 O; f6 a
- lifetime 0 1000( N9 M3 D) y' U, V
- animtime 02 B1 X3 b3 V! |& P' T
- bonename "Bip01 Spine" ! R% A; \# X8 s: j
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 9 S) r) r ?$ ~% O2 `% S) J
- alpha (0,0.5) (999,0.5) & A$ K' K+ D1 y. z6 x: ^0 ]+ ~5 V
- randomstart false: C- `) V5 O0 i- D
- active true
; P8 ?4 i5 h; U - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 03 b. ^0 B2 ~; w6 s+ g1 `
- </control>
4 {8 X1 A& Z. L! [! [. p
9 L. ^7 _/ [. J# }- T- o- <control>5 r" i2 N8 F' _( x
- unitid 38 t0 g( R# ` ]& X; J% H V
- active true @: C3 T- n4 c* u* t: l
- startposition 0 0 02 A9 \; X6 u! {; i5 V
- lifetime 0 10004 D( E3 U. r) t! R
- animtime 0
0 D/ ]7 b0 v! U6 r3 Z% S - bonename "Bip01 Spine" ' F5 ]+ k2 p( ^( _3 Q
- scale (0,0.5,0.5,0.5) (999,0,0,0)
+ L: r' ~+ Y4 Z - alpha (0,0.5) (999,0.5)
$ w4 q6 l: t1 I8 N" t - randomstart false5 T' k6 J( \% V5 O, U
- active true5 K, \% W0 P; H ^+ }
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
# T) f/ n% H; \1 i - </control>
0 h/ v% I- b" @% o% h
9 F2 s" Z0 [# B0 T- <control>
( U/ d4 b; k1 N+ ^8 j - unitid 4/ {! L7 W8 ^: K3 T( |* e8 p. S, s
- active true7 M' a3 Z. P0 ]
- startposition 0 0 0
, s1 q/ e( i* \# h+ q H; i - lifetime 0 1000
% y% w8 V: H( z6 } - animtime 0# J/ ^/ D6 t' P" I' H; a9 D }* b
- bonename "Bip01 Spine"
3 l6 L, S4 u/ F Q$ h - scale (0,0.5,0.5,0.5) (999,0,0,0) ; r }, o; ^/ y4 j
- alpha (0,0.5) (999,0.5) 2 J9 w6 T* X. p
- randomstart false
$ M( i! }+ v2 D4 t& I5 f - active true$ [+ P) l2 N; X. ~9 \
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
& O. J: f# [$ ~+ F - </control>
# K" _4 O5 F$ M8 I6 f- j2 } - ! E; e; j! W, b- W
- <control>
; I2 W3 j3 M, u: q$ l& Q5 x - unitid 53 J; O2 q$ ^& f- N2 Z& c* K2 ~
- active true
7 P3 Q" {4 S( U$ a- T - startposition 0 0 0, j% g- I; J% m0 G6 L# p
- lifetime 0 1000
) s f5 f4 @, B. N4 [/ c' Y - animtime 12 @0 D7 o2 N+ G) `1 h# [! a( X8 m
- bonename "Bip01 Spine" ! o( o! h/ ]8 }6 F$ Z% f. Z0 W
- randomstart false
1 H, D2 y0 z8 n0 T8 @ - active true
0 ?8 X7 o% e- N# _! t! m y - </control>
/ f2 A2 w+ U5 U$ ~
7 ^2 P+ l8 B- T Q" z {, g- </scene>
4 O+ b: P; I0 O - + d4 m1 l+ t! F; ^1 t. b- l
- </effect>
复制代码
8 |# ]2 l8 F [6 K( O' ? e, Z
9 h* H; ^1 Q/ e9 a3 x& D, F
特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
2 S8 Y/ q" T; L0 G- p' D5 y% [
/ K4 O5 x# m0 Q8 j7 P { |
|