超级版主
- 积分
- 652
- 金钱
- 224
- 贡献
- 329
- 注册时间
- 2023-11-3
|
0 r& _0 ^% N4 o8 n0 L# v" g# J% @, T% y) \; x' p
, A- X" ^# G' Q/ {) W" S2 r
图片可以任意修改替换为别的图片
( l. z# ^" A8 q4 @' M8 _# W0 [6 ^% \
9 z% p1 a4 W$ M$ b! t. c
注意下面代码不要直接替换 这个是需要手动增加进去的/ D8 K6 ]; f: @/ J* R2 C
0 r" g/ A# {, S8 ~. _+ h# H; ~6 H+ h
; P% Z$ q, G2 Q* S9 p( e" U9 }effectdata.020 |2 N. ?8 N: M( f6 F+ C
, Y) j3 H1 c- o9 p* ]9 H2 r S- <cate> 1
# ~' Z' F, Z! F" O - <effectdata> 0 c+ x( p; N2 i. C+ ?* o& g
- name sp_yellow_hand
3 t. R% X' f# |, J: i - unittype sprite
& T# P7 g; S I& w& Z t - billboardtype camera
3 ]# k& y8 V' U6 {) ]6 N5 X# I$ F$ r - tailstep 20 0 0.1 600 false) W1 w9 _( Q1 }; J
- size 1.000000' S4 b7 ~8 d& r2 r2 z
- backprint false
& C5 E7 A: A0 x: j8 a - disort false+ Q0 c' `& r# ]7 M7 H
- texturefile Effect\monster\longch.dds
' s' G6 W0 L0 u( i" }& w0 }, M - texturepack . `( r& R& ^1 V2 Y. r+ C% z
- blendtype add
$ Y, |7 M/ o0 X3 ^ - textureloop increase
, }4 [2 x% a- i. r4 y+ L& ~ - texanimtime 0
3 A4 t7 M% S: w" P: q2 E - </effectdata>
2 f3 w9 l" T4 C' J - 7 z3 O4 k0 T V% L
- <cate> 7! r# M' ~0 M* n
- <effectdata> 0( L7 p3 S! l% M* L# F
- name pt_yellow_short_light_028 N0 k2 U6 c1 V. Q# I
- unittype particle
7 x$ B' g- O; M) k3 B/ ` - billboardtype camera
4 ?% v ]4 V `* \* K2 o4 U - tailstep 0 0 0 0 true
% p2 ]3 S4 i- j# W6 w- L! k - size 2.000000
$ W( V% G; r9 }# J# z% N. m8 M+ z - texturefile Effect\monster\light01_orange#.dds
' b; V" I8 x( M f! B% Z! m - texturepack . Q) I# B" k4 z
- blendtype add
6 U9 A6 j4 t" p; B9 E1 R) Q1 \ - textureloop increase
4 y$ C" ?9 A! G. _" U- s - texanimtime 0! w7 v- w N9 Y( H- h0 o( U
- leaftype sprite
, u# y; |" V$ j+ n' u8 S: ?5 a6 ~ - activestate exploderange
9 t) W8 [& h3 k - lifetime 200 200
0 e2 r: M R! N) W0 }, k! C - emitrate 30& \$ _, @: z4 k& D( Q$ h
- maxelementcount 10
O4 }* @5 C0 h) P9 Y - addrotate 60
) h# y* E) f7 q. K' r% U, l - velocity 0 0
2 l2 r, t3 C; I l. p! i) c& S& Z - acceleration 0.0000008 n% M- C% K- C0 V
- spawndirection 0 0 0
) B/ A" r0 ^% d - gravity 0 0 0" I: c- [) S. N7 P$ t! ]: L5 ]
- colorrange 0.0000007 h- e B: T/ W8 D E
- startrange 0 0.5
H0 ^, R. E1 z* V - endposition 0 0 09 p* P4 O* F; A! L/ X/ t( j
- particlesize 0.5 13 p! p* Q; k, t, j5 L9 ]
- followdirection false4 I- q4 W) j! z
- spawndirabs true4 V. L3 N! t- n7 w
- trianglerender false8 {# U' Y* z& |0 w
- </effectdata>/ u1 j# b4 ]( t C
& p4 N! V/ c2 M' P/ d- <cate> 3
0 s' O, W+ r! i2 j6 n. y - <effectdata> 0
6 m+ C0 K7 o' ]: U9 Z: ?" }& S - name mh_EFFECT_EMBLEM_DRAGON
+ ^% S2 i* _6 L1 l - unittype mesh
0 r6 S. d1 s4 {( |( k - billboardtype camera
) }' d* B3 p7 h# p% ?. F - tailstep 0 0 0 0 false
0 n) t: y7 \) Y - size 1.000000
: ~5 e/ O5 p I8 V# _. t - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack$ k5 F7 F; R. t; ?$ g# j
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh0 D2 e% v& |3 i8 V/ x5 R
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
# z% O# T' I* O$ b, y - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
5 m; B2 b$ F' E; T" `& e7 m - animlength 0
9 o' G6 _; i, g1 \* Q; j - twoside true
! F$ N9 D% a) r! u - mesh_status 0 0.000000 0.000000 ""; J& j9 [7 e1 K7 F D8 B1 I
- </effectdata>
复制代码 " r. b X! p: B1 f3 k3 ]/ U6 z% S
; f" C$ J* j2 s9 U- Reffectscene.026 u/ a$ ]' D2 N
& K! a' s7 v0 n. Z% A8 P5 f- <cate> 5 game
: R9 t/ j W4 e6 R9 u3 r' H; t - # ######## EFFECT_EMBLEM_DRAGON ######### #; ?% l6 n8 V8 Q
- <effect>
& z" C( X& N( |8 }. Y0 d - id 1181
' p" ?2 J4 V4 V2 {$ R' ?. T: q - name EFFECT_EMBLEM_DRAGON. d3 E0 ]% N- V% T
- culldist 2475082071472936200000000000000000.00+ z1 n5 g! s. K. v
- <list>$ r( |( T1 B; F6 H9 R
- res 1 sp_yellow_hand* J. |3 c& i" O; Z, ]
- res 2 sp_yellow_hand$ z9 U& m7 A( g: s9 x
- res 3 pt_yellow_short_light_02
! ^- ?! ]/ m, H" n5 x6 }: E - res 4 pt_yellow_short_light_026 T* @7 m+ j0 U# a4 ~% ~
- res 5 mh_EFFECT_EMBLEM_DRAGON7 ?0 I6 D4 J" A O1 U6 X
- </list>1 y# B* g7 G9 u4 x+ x# g# K) p
- <scene>- G* |% }" [ c
- sceneid 1
& @# X" |' J: U% i ^) |" B - name 1
" V- n0 S! W* L/ t( x - <control>4 b7 Z: ?8 c+ Z
- unitid 1& X; G( g: e5 g: K4 s, b! t( r' f/ J
- active true
! A0 l. t P% Z9 O - startposition 0 0 0. b- `& e. K0 Q/ l
- lifetime 0 1000
1 p* e6 D9 K# b1 V- A - animtime 0' C& I9 U7 f2 v9 e
- bonename "Bip01 Spine" + u" i! \/ A6 i5 K/ ^
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ; L9 [5 ^4 Q" F
- alpha (0,0.5) (999,0.5)
) d, ]: b2 t0 q" D& \+ p }0 q - randomstart false: d: U8 Y2 X: `4 S$ ?( W. f
- active true
, P" a4 h1 d- B& t$ ] - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0# S9 t: j4 G+ H
- </control>
. ~! u* n- q9 a! K% T4 g6 p+ d% F - : ~/ z: T, `* ~$ E3 b
- <control>, L$ m1 @% r6 t1 B
- unitid 2
; H' F" @* C" h9 {6 I; C - active true( u) m) z# J' S
- startposition 0 0 0
2 K* D( J* a, G' b4 A - lifetime 0 1000
; j# \8 E& h! L" I - animtime 0
2 E3 X9 L; A7 N; M$ |" Q) s - bonename "Bip01 Spine"
2 v- r' y# |! G4 @! {- G6 }8 M7 @ - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
+ f+ r+ {% `6 T8 b - alpha (0,0.5) (999,0.5)
' I0 M7 a; ?- r% { L9 d5 w - randomstart false
0 X0 d7 x' E6 u - active true8 ^+ T) t* _; z$ n# X
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
& ?! e# K$ L. l7 o% Q: q3 w - </control>) s# Q. n4 k! Z2 H% X
$ \5 G. Y7 G; \* G- <control>" o0 e* l& A8 {& t1 [
- unitid 3' S1 H# B+ I" z" M6 d6 T9 R
- active true
/ E8 v5 r6 c6 }$ X2 L# X - startposition 0 0 00 s& K2 @9 F7 l( ^) q
- lifetime 0 1000* i; a' b8 S1 p1 G4 M! ~
- animtime 0
& }* ^8 v5 z5 p& S - bonename "Bip01 Spine"
8 b2 p" G+ a# u8 |# s+ X& s - scale (0,0.5,0.5,0.5) (999,0,0,0)
# c$ t4 y- h3 E2 _% I7 g9 v - alpha (0,0.5) (999,0.5)
/ h7 T; S# y# |/ ` - randomstart false
$ O4 m+ y. ?& B2 | Q - active true
: {/ m1 [, Y+ z* }+ B - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0) y3 z! m9 X; J' u. B! H
- </control>
7 J6 y' e I0 h* L3 Q1 V
9 m5 [( n2 \6 [& a0 n( d- <control>
- W2 J: I# a- G' t - unitid 4- F. Z2 J6 a' w. B9 m" J W+ `6 i. x
- active true. ~( H+ m3 d3 P# j( H- r
- startposition 0 0 05 W; d; o( n6 r+ \* d7 b- i# T1 f/ Q
- lifetime 0 10003 x' j4 [9 `2 @2 J
- animtime 0
# a8 U4 g7 g- j& c - bonename "Bip01 Spine"
% E+ f) a" ]; V+ B; x - scale (0,0.5,0.5,0.5) (999,0,0,0)
: p! X, m/ j# `( g* _4 q - alpha (0,0.5) (999,0.5) - @- U% T$ \3 h* y) R
- randomstart false
- W5 c1 T+ N* p, I - active true
' l) B" P, _7 e* |7 [% d4 E - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
0 C7 | b4 L8 l" W# B. _; | - </control>. m% b/ F8 E5 \# Q
- ! |3 U% K: ~/ c
- <control>
7 Z4 h0 Q! M; T- z - unitid 5 C7 o3 I5 S0 K, I+ a' x$ e
- active true j! |" @3 Q; x- P* `+ ~% l
- startposition 0 0 0
5 n6 A1 B6 D S \ - lifetime 0 10000 U' A% z( L7 B$ Q
- animtime 1
0 X$ y" k8 N! t1 s* f - bonename "Bip01 Spine" 8 b- F8 ~6 S# `* n w$ I1 J) V( p
- randomstart false
4 [$ F+ G5 {' C B6 Y1 }5 @1 P - active true! W% a* R4 I. M
- </control>
) X) n- h5 |6 V
, U2 @+ X5 n& ~2 s4 R6 E- </scene>: g, A2 x* A0 Z
- + A/ Y2 `8 J( U# i& r7 v
- </effect>
复制代码 i# k$ p9 K" Q A9 r7 t' h5 J
! n* i) _: q; s; B; r% P6 x3 A4 r6 u
( v. X6 R9 j0 H/ A* G4 u# u, a
1 }, l8 w1 S' [7 a+ w$ J- V. X
|
本帖子中包含更多资源
您需要 登录 才可以下载或查看,没有账号?立即注册
×
|