|
|
$ v: Y7 I3 u6 l; V9 x
6 |( Y+ q' G. z5 Y" v3 l5 r
0 h: o, S4 z, ~& Y- s图片可以任意修改替换为别的图片 8 Y; [8 m! g) b/ N, ^0 c
2 V* J9 _4 H2 n' O {; E
6 Q/ Z4 A, m. `3 v) H3 p注意下面代码不要直接替换 这个是需要手动增加进去的
2 t. l. ?! b% b$ B
6 S4 J5 ~7 x1 Q6 q! I5 n2 [: C% Q) E. T$ ^8 i; v& g8 N
effectdata.02
3 J, u! Z8 b( K. k3 E8 ~0 \9 i6 o: Q+ t8 T: L
- <cate> 1) ~# ^5 k( d; D0 a4 g
- <effectdata> 04 c. U8 F. k. }/ q
- name sp_yellow_hand' o9 F- U7 ~- A6 o& `
- unittype sprite/ P9 W$ @/ o* ]: @# j/ Z. ]8 q
- billboardtype camera
6 }: \* x+ N( }; v' Z/ T X' t - tailstep 20 0 0.1 600 false
/ U+ A m( D5 n- S4 Q" l6 ?$ R - size 1.000000
1 ?1 {) q& q* G- j% r. B - backprint false' F; r- p: [/ g, x4 D. m, Q
- disort false8 B* s0 A3 {7 e& D, x8 F. e' i! {
- texturefile Effect\monster\longch.dds i& L3 A- d% w, j5 y
- texturepack
6 r6 Z6 U/ B4 a* B: K4 I - blendtype add
: t" U* q2 E8 D$ w7 L - textureloop increase% w2 k" V+ |( ^8 S8 ], z. ]# i
- texanimtime 00 z2 X; V4 S' S5 K7 q6 p
- </effectdata>
) \- j% q( G5 {8 @5 t- K
- D; h% H) g0 C1 {3 F0 o! ~6 j- <cate> 7 z7 M4 G) D. q' `* s$ d' f, T
- <effectdata> 0: _1 j" e3 F' E$ v2 d+ J$ Z( g
- name pt_yellow_short_light_020 ?' h* M8 a0 k' O9 `% ]: C+ k
- unittype particle
) K/ y; ?" f8 }! o, b `) W) d0 n - billboardtype camera2 o( E4 Q- g1 N( c. [
- tailstep 0 0 0 0 true5 N+ X. O" l- ^6 o3 Y) k1 m% k5 x+ {
- size 2.000000
# G+ X5 M' [- I- A( D) w - texturefile Effect\monster\light01_orange#.dds9 B: q! m- l# K7 _! T" V1 n
- texturepack 3 B7 ]/ E# e( ^ P& p4 e; [
- blendtype add _; }, P6 V5 s9 j* V' H& f
- textureloop increase
$ s: I1 J* N+ h) G - texanimtime 0) A" [: L' {9 c' x& z: P1 D( E0 f
- leaftype sprite/ N5 q0 M( x' n6 p! }! S4 `; d) G% t
- activestate exploderange
% F/ T4 E" S- B, ?; ` - lifetime 200 200
2 e: P+ w) O2 N/ [, O - emitrate 30
: B/ `* V8 K5 r9 v; h - maxelementcount 10
5 t2 l6 `/ f2 q% n" w# j - addrotate 60! Q- c% t7 P( [5 `, u5 }' J
- velocity 0 0' Z( [7 Q! e- [$ N$ t7 ^1 [
- acceleration 0.000000% _7 O/ h" n2 T. M/ o. l8 G: B2 Q/ |
- spawndirection 0 0 0
# u" S' G: F4 b1 z+ h) D# N. S9 F - gravity 0 0 0
r" Y3 |. @5 G& \& d( T - colorrange 0.000000/ S! X% t( P2 L L; m# K
- startrange 0 0.5( C) C* X- p0 H( {0 }
- endposition 0 0 0& q* _0 t1 I* n" j
- particlesize 0.5 1
; y4 f; X2 _; w - followdirection false
8 U- _/ X' I; i) ? - spawndirabs true" z' g3 Z6 P* ~) s
- trianglerender false2 k+ K4 N4 K# z( d
- </effectdata>
* n/ G9 P% P5 u1 j' Z% M: | x - / z) H$ {; Z+ E$ ]) \: V$ \* W9 L
- <cate> 3
h6 i N) x& X& P - <effectdata> 0& P* K1 b" S9 Y+ w7 i
- name mh_EFFECT_EMBLEM_DRAGON
2 i& E" Z( o2 U( A7 M9 F+ w+ @ - unittype mesh
* W e& u J& n+ I6 b0 z - billboardtype camera- G8 J2 @' }" C8 Z! y. \
- tailstep 0 0 0 0 false
E7 B6 a3 H/ l( b9 I) Z9 ] - size 1.0000005 q" }: n+ ]9 |$ R( l/ `. s
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack% K7 V- D# P* g6 `/ Q: n
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
1 [- x1 l0 ?8 m7 t5 M% g - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim) u- D# |" Q) n2 O- ?
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
+ ?- o2 e& P/ U; h8 _. X - animlength 0
2 ]7 C" d3 b, y8 Z9 s* k. ^ - twoside true& w; J, L9 L+ i+ Q* t# o9 }, M: v( j
- mesh_status 0 0.000000 0.000000 ""
( |1 j8 L2 u% P$ v - </effectdata>
复制代码 & p& e) j& l9 {% K: i
( g3 I' y4 v1 T: S5 ueffectscene.02
! }8 f! @$ B/ d! _& x
2 o+ _: p; @. s! N' s- <cate> 5 game) i% Z4 A( Y% e$ K/ s' a
- # ######## EFFECT_EMBLEM_DRAGON ######### #
; M4 j9 f! R) m( V - <effect>5 q# ^/ N0 l x% ]$ [) P6 f
- id 1181
8 ?. D. g2 ^4 M8 Y6 \6 D - name EFFECT_EMBLEM_DRAGON
q2 w- [8 f; m" q w - culldist 2475082071472936200000000000000000.002 J$ B R) J5 k
- <list>
% L9 V1 Q, o5 H! l; u/ l - res 1 sp_yellow_hand* J1 X# W, h' c" \
- res 2 sp_yellow_hand
. e6 K6 \: h5 j - res 3 pt_yellow_short_light_02 o3 b5 ^# G ^& F: j) X( Q
- res 4 pt_yellow_short_light_020 z" O4 Q! N. j# [ `" H2 ]" h) W
- res 5 mh_EFFECT_EMBLEM_DRAGON( P5 \" A' f- d" ]5 Y2 [9 X
- </list>
' c% _! `1 M) a9 }" a2 Y7 |, y - <scene>; K$ D- r5 z k2 r9 c" ]
- sceneid 12 f& D; O3 @2 `7 g \2 z# G
- name 11 y( S/ J2 g3 @
- <control>
' o8 o. m: ^2 g- I h - unitid 1
8 H) x! Z$ Y2 |) L - active true" Q6 w( [, ?4 D9 B
- startposition 0 0 0
4 O. \( y) D: i- @& A( m - lifetime 0 1000
% R; v* N2 y' \5 E - animtime 0: [; n4 S; G5 n
- bonename "Bip01 Spine" ! B7 {+ p4 S9 D0 U2 e3 ~$ M" N
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
! U" o; s( b# s" d1 E# Z - alpha (0,0.5) (999,0.5) ' e5 a4 P5 K: u0 ^" B+ P
- randomstart false
0 @7 x& j: u9 w$ ?* V2 c: E% ]0 X - active true0 h3 e2 [, V1 e3 l/ G* T. D6 d
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
/ r* M) C: s' O1 P, @0 t - </control>
) }3 A& \4 F e1 f" K - $ c% N r/ U* t! f2 A3 e
- <control>7 D& o; h5 {3 E) V/ x
- unitid 22 D8 `; S( o. S* s* j* H9 u
- active true: i# B9 G8 j/ y7 C# W4 H% G/ H
- startposition 0 0 0
2 I6 H+ E& a9 ^) a! D& B' \ - lifetime 0 1000, a% }% s+ f! N. x
- animtime 0
H% y) I, x/ q* D - bonename "Bip01 Spine"
2 D1 e6 Q8 ^+ m - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
3 H" d( ] ]/ t2 E - alpha (0,0.5) (999,0.5) ( N w7 M+ ^+ O
- randomstart false
- j" T h; ~6 a1 n k1 v - active true. n1 `; O' l! X. \8 b
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0 x0 e9 T- X0 F! t. M0 {; V
- </control>
. a4 @ K6 [1 C( `
8 M) N. W6 I. d- I- <control>
# e9 k! L: J6 o2 Y8 n( F - unitid 3* N3 a$ _4 r* Y9 w2 b
- active true$ ^6 Y0 [0 f: Q4 t; ]
- startposition 0 0 01 t2 H0 K* a" v
- lifetime 0 1000$ @" G4 r. X0 r6 ~1 P0 V$ v
- animtime 0
' H) _% m0 g& p2 K% t - bonename "Bip01 Spine" f. n2 ]) K3 V0 `" n6 {- p
- scale (0,0.5,0.5,0.5) (999,0,0,0) 4 m3 U. C @" r/ j% v* R
- alpha (0,0.5) (999,0.5)
( K4 }6 U6 c6 c5 j9 k - randomstart false6 K* x4 b. j- N3 f$ q
- active true/ {( f3 C( u1 t( R! \
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
. b7 ^9 \$ p$ G3 E7 h( B/ ^ - </control>2 c; v" X, N5 u( y, N# ~4 O
- 2 l) E7 W, J. Y/ o, \
- <control>
' W& s, Y. X! G+ N* z - unitid 40 h; E/ q) r$ }# n2 T& {5 w/ Y- w
- active true
* x' Q" V' T: `+ g - startposition 0 0 0
7 x. H' u# C* g. i" f - lifetime 0 10004 E3 D" r, O" f6 T: Q4 j- }2 m; @
- animtime 0: Y$ b' x$ t1 \! m( n
- bonename "Bip01 Spine" ' B! k# J+ L: J. z
- scale (0,0.5,0.5,0.5) (999,0,0,0)
% I# U9 \, s4 g2 b - alpha (0,0.5) (999,0.5)
' ]6 X$ F- v$ F1 G, y- U9 W8 C) q/ u - randomstart false
9 {7 b% V6 h6 v6 i( B - active true
0 U1 T+ T" s a7 }3 a3 v) L1 F: V - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
% x/ e# }1 `% `6 p6 D - </control>2 ~) J! ~8 `$ V: m& F
& u l' X2 a$ w; ^8 c+ e- <control>
- |8 d, l" D6 h - unitid 5
% c) X# f z+ p: L) z* O7 F - active true7 X: p+ c) ?) N% C) L/ d$ Y
- startposition 0 0 00 b0 e" V5 l( l' @: I& x, `: H7 x
- lifetime 0 10006 V7 k" V8 f1 [( T$ u* Z
- animtime 1 P* u; c; S" m- H( l Q
- bonename "Bip01 Spine"
* x4 A$ ^* c5 E2 C" t - randomstart false$ b1 X- R& A, u& C4 a/ s) o
- active true! k( L' u8 s! t
- </control>$ E' C0 o) Z- I/ \, v, U8 F* E
- t" g6 i' _- V. c1 D* @' {, P/ v
- </scene>
# J+ y7 Z2 U. C. F1 P$ }
# X# ?$ m1 q& Q; I- </effect>
复制代码
0 m5 g6 C) E5 u J) h$ Z
+ ~$ F& S* |2 m Q8 f! h* y. ~
特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
! A2 j7 ?& {) J/ P3 M
0 G# p" C% w( G7 u& P f4 F- l: \) r |
|