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图片可以任意修改替换为别的图片
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+ T) _5 r) E! h$ V: c; j注意下面代码不要直接替换 这个是需要手动增加进去的$ ^, K- h5 K7 s- O2 W
6 \$ K) ?' D5 Q, L
; m' a7 p5 x/ n" Deffectdata.023 m1 I) a# J, D7 n
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- <cate> 19 y) d' M9 U+ l# ^
- <effectdata> 0
& H- U% \6 f: L7 {( M - name sp_yellow_hand
; N- L4 x! b/ _; M4 J - unittype sprite& F! G, C% P$ `
- billboardtype camera
: {: N$ t( ?; [. [' C% c - tailstep 20 0 0.1 600 false
3 T0 X. g2 T3 u3 C4 R! l8 C! ` - size 1.000000 p. X, z( m$ \. |+ d5 X; {7 | a
- backprint false
* z' s! T2 J, j" j3 I+ V- f, S - disort false+ I0 t |, W7 {# Q" t0 i
- texturefile Effect\monster\longch.dds
$ I0 _. b# [' Y* m4 |3 D9 G% w - texturepack
) P$ A+ L$ c0 M+ J - blendtype add" f* S5 b& b" ~4 d2 o" [+ [& _; t
- textureloop increase# e3 c7 g) X, e* Z) H
- texanimtime 0' F, n9 Y- i. s Y W9 H$ h9 f
- </effectdata>% V. m5 d/ ~! P$ o) e0 o/ d
* z/ D1 N5 Y# R4 _) D- <cate> 7) }/ l; P' ]. c- O7 K5 X" Z% _7 e
- <effectdata> 0
; s# u6 `2 V% I* s" t - name pt_yellow_short_light_027 T- h# X; i5 T7 v
- unittype particle
1 c6 r) r1 S! n2 F- Z; n# ~4 Q1 H - billboardtype camera8 a* l( T$ c) `! t" f) _
- tailstep 0 0 0 0 true P/ ?; j% o4 A% l* O) I2 I0 S
- size 2.000000: K; S. D5 \' @9 q
- texturefile Effect\monster\light01_orange#.dds
, N' S2 ]$ W- b2 r/ G' q - texturepack j, p) [8 j+ _! P# @
- blendtype add
; v) @6 W% n7 f6 Z" H - textureloop increase
0 L9 ?% X3 A# c1 x0 T: b% a - texanimtime 0- i' Z! ]; V, `
- leaftype sprite6 a1 K5 D) L$ W) y& X+ U
- activestate exploderange+ {4 }/ _6 M5 _ N
- lifetime 200 2006 @, u! Z' n& V8 A0 D
- emitrate 300 U) P) p1 c. u. e7 O
- maxelementcount 10
; q+ I: d) a0 U- Z8 a+ C# o- x - addrotate 60
0 L& ~% P: R2 | - velocity 0 0
. O* C' f' {9 S# { - acceleration 0.000000
4 ~6 Y1 m9 h \# G& j ~1 `! h - spawndirection 0 0 0: M% s. Y6 | w7 t( z: \
- gravity 0 0 01 B& x( z! n9 k) }) \& u" Q: ]
- colorrange 0.000000; i3 a3 e' j; A6 c. {9 b5 h6 i/ u
- startrange 0 0.57 M+ x3 L- g- M8 O- j) e
- endposition 0 0 0 e2 U) N4 D* P4 u5 k
- particlesize 0.5 10 n8 x; x/ Y% G
- followdirection false& ~9 a7 I- e" T; N) o% p
- spawndirabs true% p% @( G0 g, f2 W
- trianglerender false4 m ~% g1 g5 N2 }: \0 Y
- </effectdata>
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- <cate> 3
5 \. V, ?5 S2 A) q' Q! h4 @ - <effectdata> 0( V( E! ~ h% O' E! ]/ V
- name mh_EFFECT_EMBLEM_DRAGON
6 |$ x( z4 f. H: w - unittype mesh
. L5 u9 Q# s2 |8 U8 k9 @ - billboardtype camera
. L& J, `! p) m& |3 X9 @ - tailstep 0 0 0 0 false
+ V6 |( @) P+ Z$ H2 O6 C9 t" K) p - size 1.000000
' y$ E( b( a! |9 d3 W - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack2 v$ l5 u; V/ z8 K7 M
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh- E+ j" Q$ e, R0 l
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
5 C; T0 E( j2 j0 w* x- U. C4 x - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
2 }" ]6 u/ u) e - animlength 0) H" b B2 M' |" I& B/ g: _9 t0 w
- twoside true
5 k6 ^0 e2 ] ` P - mesh_status 0 0.000000 0.000000 ""
/ y8 I9 K% y: b1 R3 |! G' _ z - </effectdata>
复制代码
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effectscene.02
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- <cate> 5 game
3 h' }9 Y: H" f' b; r4 J - # ######## EFFECT_EMBLEM_DRAGON ######### #
! v5 @0 P# G2 Y8 j5 {$ ` - <effect>
& V1 [* y1 m" o: g" v( u - id 1181
p$ N ]* C5 y0 q" I - name EFFECT_EMBLEM_DRAGON
& d8 B. b! O/ ~8 T - culldist 2475082071472936200000000000000000.00
( M0 {5 k7 e( t - <list>/ [2 G6 H) E( b- @1 E
- res 1 sp_yellow_hand
+ W W; D( Y D' ^ - res 2 sp_yellow_hand
' f9 a. L, A1 f5 x* C, _ _4 u - res 3 pt_yellow_short_light_02
* \' K5 O6 ?* C7 c& w7 _; W - res 4 pt_yellow_short_light_028 N7 S9 s1 ?6 K6 e" D1 g
- res 5 mh_EFFECT_EMBLEM_DRAGON1 L6 x, o$ M4 F8 h, U
- </list>
8 _3 E9 R( U+ u6 B; a1 T$ d$ M4 u$ { - <scene>5 l) j& a8 Y$ `' M$ y
- sceneid 1
4 r3 X; P2 ?% ~- a6 k' C4 N - name 11 [3 u- d z2 Y- p
- <control>
; @7 M5 }/ X( v, g- y0 _: ?' J5 L. d: _7 ~+ e - unitid 1: x" p6 b+ Y, F( K- O
- active true
! [/ m5 a' W# { _8 L+ Q" O - startposition 0 0 0
; \4 [7 X) K. |& c ?/ I3 L - lifetime 0 1000
, v% l0 B! T) [7 H - animtime 04 d0 J% s6 [: X- Z A/ R7 C
- bonename "Bip01 Spine"
- H2 T- {3 s9 E4 b - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
* n( q) U* M* F" M7 o( M3 D - alpha (0,0.5) (999,0.5) + d, `9 B& H: p$ X+ \
- randomstart false1 s. _! A, I# Y" u6 ]
- active true
" \# F5 d# B8 B Y8 f. l - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
2 u7 f; H: x8 ^( i; S( U/ r - </control>
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% S4 t2 [' p5 q- J$ F1 v- <control>
! E! G% k' K" c. J# B! g4 r - unitid 2
! A o* b0 v6 V' W1 I - active true6 x1 i2 v4 O" j6 n
- startposition 0 0 06 A. D' w4 t! s8 M- `/ a
- lifetime 0 1000$ E. h# ?8 d. f; s( `
- animtime 0
8 u: J' L; [# U - bonename "Bip01 Spine"
& R' o. x2 V, H3 h' J( U - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 5 O ~& W6 v W! E2 ~; S0 d
- alpha (0,0.5) (999,0.5) 0 |+ U1 O, N1 ~5 _( L
- randomstart false
. I( f( }& l$ [: Q" u - active true% Z! W% x: H9 O& c4 u* v& s4 j0 a
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
. {0 d( u: ]8 N - </control>
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- <control>
$ ], ~- s; [* a) l - unitid 3
+ Q5 V5 H y5 ~: p" ? - active true; y" [$ N5 d3 D. a- X5 i
- startposition 0 0 0
- p* H: G6 X8 E% V8 X - lifetime 0 1000# b( e: b# i8 g( n
- animtime 0
( j: v/ k/ ~6 _* D - bonename "Bip01 Spine"
9 m& E6 C3 E6 | - scale (0,0.5,0.5,0.5) (999,0,0,0) * E5 m* w; k7 {( X: h; u0 E
- alpha (0,0.5) (999,0.5)
( g0 J8 V; b7 l% G; V. t! I - randomstart false. Z6 C( J M7 ~9 n
- active true5 k6 I" I9 k% b, _9 a, I& p* e
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
, y. l4 Q# F$ ?- i4 M) W7 e - </control>
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& F7 a9 d% r; W8 l' w- <control>
1 n9 J1 G* L. _6 _) x9 ^( [! @ - unitid 4
w3 V, z3 E# T5 p' Q - active true0 x/ n$ q& _ _7 s2 A3 w* a
- startposition 0 0 05 D% H. I3 P0 h! J" ]+ Q, u
- lifetime 0 1000+ v) u( o, N/ c0 [
- animtime 0
; L5 v# M6 e' m6 `+ u6 l: n - bonename "Bip01 Spine" ( S9 B. v+ N$ H7 R/ D. R5 I I1 `
- scale (0,0.5,0.5,0.5) (999,0,0,0)
4 _( a% y1 Q# Y: ] - alpha (0,0.5) (999,0.5) & C1 N, R% y. j- k( F+ H5 @
- randomstart false
) b% s- O& v5 J) y) K. ` - active true
* p" \; C7 ?' {- e - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
& e' B/ {9 I/ o# |! ? - </control>
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- <control>
( H! w: C" n8 ]5 F/ a - unitid 5+ B% }# ] ^# |' k5 E, r# e6 p
- active true
& P5 W j/ Y7 A4 P& K; U+ a - startposition 0 0 0
0 P& d) X5 z" N2 G0 S8 C1 P7 o - lifetime 0 1000, D+ G7 f% ?# Z( Q* ^) g. W
- animtime 1- t( B) f* k! d: R1 @& c
- bonename "Bip01 Spine"
, c- k3 {* R) K- O! q2 ] - randomstart false1 l3 ^3 p3 u. L; ?' _$ v+ m
- active true
4 f$ W# r0 h2 j8 U' B5 s$ x' A ] - </control>
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- </scene>5 p: p; d. c+ _# |3 v( h& A( r
- * t+ y: u9 Z3 V. l! Z/ @& R
- </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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