超级版主
- 积分
- 652
- 金钱
- 224
- 贡献
- 329
- 注册时间
- 2023-11-3
|
* H- M+ a) @, q/ s* N
* @( J" _- d8 |. Z8 Z
# E) m2 ]4 ^) _* L o% u图片可以任意修改替换为别的图片
1 {% A. v& g, u5 c; t
7 a2 O, g `4 c2 X4 C1 K
0 m6 ~, F( N6 v注意下面代码不要直接替换 这个是需要手动增加进去的
5 T0 @" q* x; K- L4 M* K5 w3 X- N
: h2 P& X4 t: u# @ V" f4 u
! i" g7 N! G, m- veffectdata.02# ?2 f! f1 Y3 i e0 W! h3 {
' I# k3 E' X& t* `- <cate> 19 e5 K% F, {4 H; I% t: v% }
- <effectdata> 0: M0 \7 i1 `3 N! _
- name sp_yellow_hand
& x M6 S S1 ~4 Z. h" B3 o - unittype sprite j4 |) }( B1 n/ ^& {! Y
- billboardtype camera8 O+ z- L8 @( J% w- N+ F4 m6 s
- tailstep 20 0 0.1 600 false; A9 U# R; `7 h- X/ @8 Q! a# _& k8 ~
- size 1.000000) h; P! `- S8 u4 x1 P# H" H+ o
- backprint false
- G+ |9 Q) J0 i9 A+ n - disort false
5 c R- C+ r. Y8 a5 X - texturefile Effect\monster\longch.dds
' o+ R/ y, ~+ `1 U - texturepack * p& ?8 p- j$ J ]
- blendtype add$ Z& t, W" B( S' K9 R8 R3 a7 g. R
- textureloop increase
( F2 S! h+ T& M: T( R1 O - texanimtime 0+ j1 E( ^' [* x2 j; _0 ?. J
- </effectdata>
2 F5 f8 S0 u8 ~# S0 S6 W
" c& W3 l6 w' w- <cate> 71 R* P6 |9 g' G! R! Z! @* s
- <effectdata> 0
7 ?$ Y6 G- h, ?( C - name pt_yellow_short_light_02
7 O, `6 S) b, _, X - unittype particle/ @9 G% D2 g! q8 D; }$ ?
- billboardtype camera
, Y4 J( Y# z% q0 [, ^7 _ - tailstep 0 0 0 0 true
! {4 b5 y, `6 i - size 2.000000
7 `) ]5 B3 _0 |1 q' }( C0 r8 c0 { - texturefile Effect\monster\light01_orange#.dds
+ J: Q+ S, n+ F% Z8 u8 K - texturepack : m% y8 u- t9 `5 z. Q
- blendtype add, ]. g3 e" `0 w E
- textureloop increase: t; ? m$ b3 V) v, a$ f/ k
- texanimtime 06 l8 R, t/ m$ w# u
- leaftype sprite
( d1 Q$ \3 j: x' `% P3 c - activestate exploderange9 z$ `) Y* s8 ]* h2 p5 a. K
- lifetime 200 2000 g0 u; _3 Y6 d$ H$ h9 H6 ^8 ?) m
- emitrate 30' k% ~! p, k+ e+ Q" ?( n' W( l
- maxelementcount 10. \. r8 K( T( f( }
- addrotate 60: R/ s* z0 F2 O
- velocity 0 0% A1 V: p+ v: |. e4 b3 x
- acceleration 0.000000
" \+ L1 d0 b: B - spawndirection 0 0 0
( s% W4 H! t2 _) c. }1 o2 a - gravity 0 0 0* N* m# _2 ~9 O- N% a/ W- [ B% O) h! v
- colorrange 0.000000
# `) K# q2 n: |; I8 R& W6 O - startrange 0 0.50 ]6 a) [7 L! x- b6 J0 m
- endposition 0 0 0
0 |, s. M1 o; j5 n5 o - particlesize 0.5 1
. [. ]; W* o3 n+ ~8 n - followdirection false
8 i: z, B" \! d8 P/ _ m - spawndirabs true9 @% V3 t. m3 N6 K2 @4 E
- trianglerender false! z- i+ R, |0 }& Q6 j8 p7 F ^% r
- </effectdata>
) b' c! w/ d9 L - , M, G/ ]" o! p* @" u
- <cate> 3( e# e( i5 a3 n( O/ B0 c
- <effectdata> 00 S( Y! t2 `; `% N
- name mh_EFFECT_EMBLEM_DRAGON8 L, t0 l: \3 m- g* G6 x
- unittype mesh( q9 c+ P2 U ]- T: S
- billboardtype camera+ N8 i4 e0 z, ?9 g. ~
- tailstep 0 0 0 0 false
7 r. i& y. Q) R$ r* x+ p1 X - size 1.000000
. t+ U3 x8 ?. L) h+ ~* a - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
5 o' ]5 S% m: Y* t6 ] - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
) h; a$ P0 z# n9 N. @ - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
/ j$ x4 Z' |7 p- a+ T% L7 R u9 j - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
$ g8 `! ~9 |+ c - animlength 0
: _ e1 ^5 L0 w* S( x) H/ f - twoside true
+ U4 Q$ f- [) o' a" h+ p5 M. [/ j1 [; f - mesh_status 0 0.000000 0.000000 ""
* r& H7 L/ {0 m: a - </effectdata>
复制代码 7 s& p; e2 m' R0 k' I2 M* M
% i z r; t( h/ M$ P4 `9 ?effectscene.02 R% j# t* W$ z" t9 v9 B
+ I4 | q" o# J; `1 ]3 p
- <cate> 5 game
+ c; N! V) f" a9 c - # ######## EFFECT_EMBLEM_DRAGON ######### #7 `* s2 g& F1 x" G( R6 R
- <effect>/ M( O' Q* K7 M' j; [* T$ }
- id 11816 K6 p) |4 q A* V
- name EFFECT_EMBLEM_DRAGON
; _- k5 W/ d$ a* o: s - culldist 2475082071472936200000000000000000.002 v. _9 E3 ?% U* R" T$ Z3 M
- <list>' {- |. {$ j4 g' h3 V
- res 1 sp_yellow_hand
f) x3 u% Z1 j: |2 Q: {$ C3 E$ I - res 2 sp_yellow_hand
# Z' C+ x9 j; T" e* Y+ [$ \ - res 3 pt_yellow_short_light_027 r7 O/ o+ b: D7 W; z. U7 E" _' [# c$ m
- res 4 pt_yellow_short_light_02
1 k0 L) x! x& ] d1 c - res 5 mh_EFFECT_EMBLEM_DRAGON
4 Q% J* R f3 | - </list>% j7 u; q* R K% f+ R/ _
- <scene>/ X( |9 E9 `& a8 Q+ N
- sceneid 1
% K; V+ b3 e8 H0 w5 S - name 11 H- s* f- |) g9 {' K) h% u, I
- <control>
4 r- g* ]2 }6 V0 u - unitid 1
$ b1 ]$ l. m# N. x. M3 s+ L, \ - active true2 \: c( _( P- z c" { R
- startposition 0 0 0$ s5 e5 a# H9 K; f
- lifetime 0 1000
' x5 T7 _# d1 D+ X# K9 u; e - animtime 0% K1 D0 w- ~" K1 T# ]
- bonename "Bip01 Spine"
2 F9 Y0 p$ J+ g - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ' i& ~: E. l. y. x8 c
- alpha (0,0.5) (999,0.5)
8 y: q q9 F: C( Z - randomstart false9 [! ^" V; ~( ~) G
- active true ]( T% R) _' i4 ]% b n- [4 i6 E
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
: ` {# _& d* X" h; u - </control>% T3 N/ _; m% u1 _+ B3 H% X: v' r/ a
- + p; w0 A( i# B$ V8 G2 u
- <control>6 |7 S$ a! A2 z2 z" h( c+ l7 L
- unitid 2
; }8 M( c. ^. h0 c" w3 t8 f( f - active true
& F/ H6 Y% \: p" @6 {) | - startposition 0 0 0
& L, E4 c1 F' u6 C9 {+ m" [3 _ - lifetime 0 1000% z, w. Y( V2 K: ^: z
- animtime 0( X: d3 w9 ?9 _5 Z8 s
- bonename "Bip01 Spine" ! m8 A$ Z3 J( o% k
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) & Q/ F' {* T3 |: r8 f
- alpha (0,0.5) (999,0.5)
+ E8 m$ `/ v, J3 p: l - randomstart false
9 @. B* O4 E6 R/ q - active true! {) _6 G z: L
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
. F9 b9 [: ]0 e. l! E - </control>% W: h9 @8 [% e* Q( Z* k
$ }) A$ D# B# w3 [7 J; R% a- <control>7 E& |4 q p$ I/ |" L: y
- unitid 30 j7 f! T) k% x: L/ K" ?
- active true0 K& E. } |, z6 x" s" B
- startposition 0 0 0: o# y+ ^* \/ J* {3 |
- lifetime 0 1000( D! Z$ d7 V+ R
- animtime 07 r. C, F4 C/ @% N) b
- bonename "Bip01 Spine" 2 R, M# S# k6 o) l
- scale (0,0.5,0.5,0.5) (999,0,0,0) & D5 L$ J& L) ^ C* l# L: l* K j/ {
- alpha (0,0.5) (999,0.5)
( `3 W- C( y* j" v5 Y: ^ - randomstart false
6 ?5 c- v' k7 h, H( ?4 H - active true8 ]1 A, J8 Q) A2 p0 N. G0 t$ g5 F1 G, m
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
$ c8 r! B" |: g& b - </control>
, @% ~3 V" M7 ^3 ^; b" n - ; w7 y7 w1 v4 L# v; o% c2 z/ f
- <control>5 o6 @2 M4 J; D3 r% C& A6 }* @
- unitid 4* j- l" M( Z/ x: T* K
- active true7 X- ]" G$ [4 l& l, t
- startposition 0 0 0, G4 b- [4 n( h" J$ N [5 U
- lifetime 0 1000 H! N: a5 b7 h0 E: d6 N( u
- animtime 0
1 _9 L( r, W. v0 f. K F8 p- W - bonename "Bip01 Spine" / c& K& O9 S4 ?7 t; W; Q
- scale (0,0.5,0.5,0.5) (999,0,0,0)
% g2 o- Y* H+ D% A3 } - alpha (0,0.5) (999,0.5) * L N" E1 N, f6 m" q4 N! F
- randomstart false" d' q7 J9 T! E0 n& z, k
- active true1 _: w5 D6 S* B8 Q C
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0* M3 r1 e$ S o
- </control>
8 Y' D! R: ^9 ^2 n Z( i
1 y% Q5 p( @ |6 P1 J- <control>
$ L. q/ b3 r3 V# Y3 k3 i - unitid 5
" B7 e3 [" k) V* W0 q, q - active true$ H+ S4 F" N* k' ^
- startposition 0 0 0% {, h, K6 R. Z7 B4 b# P
- lifetime 0 1000
5 n. g# }& p. _ - animtime 1* H( C9 A6 a5 z; a2 Z% T: X" ^& |
- bonename "Bip01 Spine"
8 B% J, r3 Q% b7 p - randomstart false0 i+ f2 _. y4 P7 J3 C8 V% E
- active true
! \% H7 v! j% |7 S- U+ j3 ] - </control>
. ]! ^/ J0 E: E5 t6 }6 X
. ?5 P8 g2 X9 n S: z- </scene>
' a3 s% C' ]' p
9 B; l; l, a8 G! F! m7 \) p- </effect>
复制代码 ) o* i% K* @8 t' y+ e
3 ?! r, W% ?+ W. H; q! U
8 s3 _9 R" R. q9 |" s6 u B& r0 }
) j- U6 G3 E6 L4 P |
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
×
|