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图片可以任意修改替换为别的图片 3 G' u; s! h2 B
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* c; R4 {8 M. ]: `2 o; }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 Q1 r s5 A* u2 `" M& e3 R
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effectdata.022 S' A" X4 Y( o+ Y& m! M( H
5 ~ t4 p% n2 [; D- |5 R- <cate> 1! T" c( h7 `$ h# e
- <effectdata> 06 g( [# K7 G. [- k4 t8 l; |
- name sp_yellow_hand6 o3 P' ]8 P7 o8 v4 Q% t) x
- unittype sprite
0 q0 [4 O& v5 O3 N - billboardtype camera+ }' z1 j9 [5 K7 n
- tailstep 20 0 0.1 600 false. t. @* n1 _+ T
- size 1.000000
m6 X. w/ {: M3 {1 ~* J - backprint false7 F# t6 B: N) h- V+ _
- disort false
$ [. A& o- Y$ t( b/ r - texturefile Effect\monster\longch.dds
0 J# q5 s8 ~' S0 B* N - texturepack 9 T+ W* O) @9 k; R. T9 r5 H$ d
- blendtype add+ W$ }6 d7 k& P) y' A, E' v0 Z" e
- textureloop increase
5 ~. m- V- `' S% K5 r) G% z+ P" ^9 p - texanimtime 0
, i6 [6 Q$ U# q3 k" V, E - </effectdata>
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h' X+ S# g5 k7 Q' v/ W- <cate> 7. `6 f% P/ f- S# B0 c3 X1 g0 w( T
- <effectdata> 0
. X# F* s B! \/ M; x2 i% s# j - name pt_yellow_short_light_022 n" |" Q9 C* O' i" q9 g' Q& S
- unittype particle
* V/ _0 h' ]. v1 ] - billboardtype camera
2 s, f7 y- ]* \9 k - tailstep 0 0 0 0 true
# A$ u8 b! ] `9 u( r% q2 ~ - size 2.000000
2 x9 r/ j8 Q8 a, N3 |# u! ]5 Y - texturefile Effect\monster\light01_orange#.dds
! X: h% d, p4 Q0 n% z! T - texturepack ) |5 m, V! s. h- p7 f- X
- blendtype add: |8 R9 r/ F* [0 p1 o+ l
- textureloop increase
5 V4 @5 U- `! s- n9 [. I - texanimtime 0
* }" R& s6 ]+ V. M& i - leaftype sprite
4 G7 W/ v) |, X! H2 f - activestate exploderange1 y! b/ C, [* O# N; |8 d
- lifetime 200 2001 q1 B/ x L, S$ ~) _# g
- emitrate 30
6 G# `3 [% U3 H* z7 h0 } - maxelementcount 10
- r S; v+ D7 @3 Z$ L3 ^- b - addrotate 60
$ }# _( m& G2 N ]$ e - velocity 0 0
9 x6 ?8 ?: \1 x8 ~& V - acceleration 0.000000
! x6 {0 L _- a* ] - spawndirection 0 0 0
; e: S& f# }! P/ G2 Q - gravity 0 0 0
# A/ a$ C9 i4 _ \" b. g - colorrange 0.000000
" r, g) J; J5 l, q. D - startrange 0 0.5
3 i" c3 M7 W1 U& ` - endposition 0 0 0
; S' R. [1 f8 c% Q! F" ` - particlesize 0.5 1
2 \+ U) N- K' Z* Z - followdirection false
- q) ] y' w; r/ f2 s0 G - spawndirabs true- c; B# z1 Z; a6 E' ]; l7 b
- trianglerender false; M2 R4 _/ R) G/ F! W0 g
- </effectdata>
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& X0 {$ j) t/ {8 m- c) I- <cate> 3: c$ F+ U+ m5 u4 H
- <effectdata> 0( v0 L1 S" v+ m0 X8 W/ ]; [
- name mh_EFFECT_EMBLEM_DRAGON
/ d; l' R+ B9 h/ \3 `& }( I - unittype mesh
5 }4 v- O! j4 q- Z! G' f/ Y - billboardtype camera" W' E! J, ]6 q
- tailstep 0 0 0 0 false
: P6 g. {* J$ z - size 1.000000$ _! ?/ J: _$ x7 Q; I
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
* S" X" y- j3 D( \( V/ Y - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
" F2 U' u) |, l5 r' m - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim- o" h! \! p9 E+ u
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
2 k% f' |! |$ c: H8 h w" I [ - animlength 0$ F9 H: b0 A7 K2 E X
- twoside true
* S9 U. c9 w2 o& j: z& C: y% B" Z - mesh_status 0 0.000000 0.000000 ""! i: O0 u4 q, b7 z- G ]
- </effectdata>
复制代码 ' a( n/ s5 |" B7 e( p5 j
/ H4 R! J6 G5 ]effectscene.02
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- <cate> 5 game
6 K: _+ w @2 J" _* P# H - # ######## EFFECT_EMBLEM_DRAGON ######### #
9 \* T- M8 I( {6 V1 x" _ - <effect>" n$ ~$ ~ ?3 @- t! I8 ~4 k" }8 a
- id 1181$ k9 t% S; R* R& G j4 q J
- name EFFECT_EMBLEM_DRAGON
) T& w5 q; ]- Q0 s, k5 \. X3 W - culldist 2475082071472936200000000000000000.00- Z0 A5 G3 q. |/ `
- <list>
0 y* [# C: K: _# Z - res 1 sp_yellow_hand
. @( J2 a' ?* y( C( S - res 2 sp_yellow_hand
4 M4 c1 r2 ~) D* A - res 3 pt_yellow_short_light_02
0 w! n! }! T4 g5 q - res 4 pt_yellow_short_light_02
% |5 ?0 M: _8 F - res 5 mh_EFFECT_EMBLEM_DRAGON" ?- y. `, Z1 ] a' J! j: p1 Z
- </list>
6 l8 x3 h/ Q" `; N - <scene>
3 I+ h; N0 o5 N - sceneid 1
& `5 }# Q3 X& o/ w, @3 F$ d - name 1& J& ]$ G3 y3 [
- <control>
4 ]. D; B) P7 Z* B8 c t - unitid 1
5 u( {% G9 x0 p2 Q1 J f# ^) C - active true
- q& y T7 a+ {0 Q% B - startposition 0 0 0
: S! n% T1 i7 ]3 ]4 m/ [ - lifetime 0 1000
. R; ~: g S( n7 t: M% {2 |& t - animtime 0, T1 B2 C; ~) t' \3 r
- bonename "Bip01 Spine" ; u. [1 B+ N* b
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) # M* S* w- O2 K7 x3 O( }( i1 [
- alpha (0,0.5) (999,0.5) + u( j! Z5 w" ^ `; q$ S, I- z
- randomstart false L* H1 F: _8 R+ _' u: b3 K
- active true
2 E7 ]* {5 ~9 d3 W$ f$ n - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
& r7 ~$ b* g7 }4 T# f, R1 l - </control>$ ]8 L4 y0 L! f
O' O$ g+ T% ^' H- <control>
0 z# w7 q% B5 S9 C1 H5 q - unitid 2
7 e6 W; y/ J- g" ` - active true
5 r1 S# g [8 Q( s* ~% R - startposition 0 0 0
) X2 Y0 W4 N( U- b0 x( H; E - lifetime 0 1000
, G; g, f$ C& i - animtime 0
+ n3 \: D6 I- Z5 h: m - bonename "Bip01 Spine" ) W6 u( ^) b; ^# o
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
& _" l0 ?* h V& X7 S# w5 s - alpha (0,0.5) (999,0.5)
+ x/ W/ ]) C$ X+ C% x - randomstart false
6 |$ }( r3 @# S/ Z% N& H - active true0 {: @& S" y; M* D1 d. I, n
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0' x9 k# q* [6 r% E
- </control>- h* n8 K6 O- G+ o4 s
6 j$ U9 V3 w6 l/ c8 r$ L( G0 q- <control>
4 F7 y' U8 [* i N# i2 _5 I$ T - unitid 3
5 W9 T5 [) @" y# w5 B! f - active true8 U) ~# q6 B: W& x9 d3 A/ W5 s
- startposition 0 0 0$ O, v/ S# y( d- o& M, e/ w: ], `
- lifetime 0 1000
) c/ N& e( F }* j0 H+ i - animtime 07 ^7 i R+ v- I% r0 R# Q- `7 T
- bonename "Bip01 Spine"
5 l' x& [, Q+ @. j/ q# E' I1 v% B - scale (0,0.5,0.5,0.5) (999,0,0,0) 9 F# M0 ~' F6 S1 u7 ?: J
- alpha (0,0.5) (999,0.5)
H- w4 y! N. a" k5 d3 ?) H4 u8 i - randomstart false& w3 X8 r0 J8 K* o1 ]
- active true1 o: D( [, D% Z" d# {: T, \4 z* E
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0* E! P' {/ _: Y
- </control>
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7 L# b( }; f& d- ?0 j- b& q. g- <control>& R6 r% Q$ e3 @7 R' n8 L
- unitid 47 p3 g% J. g6 p
- active true
8 J) z! t0 f- H# [$ f$ }) e% r5 ~ - startposition 0 0 0+ g! T* n2 a! C* j% {8 \( A2 o
- lifetime 0 1000: D" J' g m0 \: _4 o. t+ U
- animtime 0& U* t4 |6 M; N' m, d+ I
- bonename "Bip01 Spine" # O2 B/ y! t6 n% L9 P; n7 O0 S8 }
- scale (0,0.5,0.5,0.5) (999,0,0,0)
2 p" r& ?: ?* m - alpha (0,0.5) (999,0.5)
, j. [8 H; g/ _: \2 k - randomstart false
# y$ N, R9 n0 D - active true
5 T/ p+ ?) K8 k! `2 k7 l - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0: c8 g% X9 ~1 d% C
- </control>
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- <control>( H8 I; y3 g8 E
- unitid 57 d- f9 E+ J5 R3 X6 k
- active true- f' O/ e2 V& Y% I9 z
- startposition 0 0 02 d% n2 {& x# x" j, I, Y
- lifetime 0 1000
, }1 J g" h2 n; X" C d - animtime 1
0 }7 K4 |, p' }8 A - bonename "Bip01 Spine" ) w6 s8 j" A' i; Q* A0 Q+ {1 m
- randomstart false! m" S; N/ C& _* N( J
- active true
* Q- Z( \7 [% Z0 w+ c - </control>- d6 A y; g0 }) V" S
8 ]- b! l m$ F0 Z0 o- </scene>, [ W. n2 ^1 p( v! c
- R9 \1 t1 {& ]
- </effect>
复制代码
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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