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图片可以任意修改替换为别的图片 ) v. X e/ M- G/ L6 e3 U
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& `# d2 l4 Y8 m注意下面代码不要直接替换 这个是需要手动增加进去的" _0 j" I, t. R; B$ `$ ?
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effectdata.02
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" ?+ r. Q2 X/ X* m( W8 O, i- <cate> 1
. d. i- P2 a0 ]* q/ G4 z - <effectdata> 0
* E3 j0 T7 s4 k1 @ - name sp_yellow_hand7 N: ?- Y# v5 ` ^) o1 _0 V
- unittype sprite
! z5 v, k! `% h - billboardtype camera/ K, u7 z4 S6 i# i+ P4 O
- tailstep 20 0 0.1 600 false
9 F$ r0 C( Q5 ~# V, e* z - size 1.000000) \/ y x; u) s( I
- backprint false
' Q4 Y. s9 C4 K# m' s" V; x - disort false& Q6 m+ B% f4 h! n( b$ E% y
- texturefile Effect\monster\longch.dds: p: N" F J3 ]5 D
- texturepack & Q D/ [# r/ v% \( I
- blendtype add; b! s7 t' n" @: x* G& J3 H
- textureloop increase$ E' M1 a: `* F
- texanimtime 0+ y/ c, y- i7 ~! m. U
- </effectdata>( G/ S" n {) T; f. d% C5 H# F
- 9 m3 E0 E) P* O1 J0 p- q S
- <cate> 7$ f5 P0 b, U; Z; J
- <effectdata> 0
4 X0 L5 O" Q" [* W - name pt_yellow_short_light_02& W8 Y. B; l* U) {! `* Q7 [
- unittype particle7 }5 a8 z& b3 U
- billboardtype camera9 A( E1 K2 H6 l2 O( a
- tailstep 0 0 0 0 true/ x' x9 w2 @( L% @" w3 A. Y9 {
- size 2.000000' f( h6 k6 z- O
- texturefile Effect\monster\light01_orange#.dds
7 q# F* I! @+ [8 s* A0 i, F - texturepack
+ Q; [1 H9 U6 `6 Q* y" j- U `0 o - blendtype add4 U# P1 ^0 v9 t B
- textureloop increase R) f" ^) ?& G; ]
- texanimtime 01 B- h6 N3 o7 {5 r j
- leaftype sprite$ b& K V6 ], F' T0 V
- activestate exploderange; T0 A, f- W& b% a) d
- lifetime 200 2007 n' T3 I$ C0 a B/ G5 _& f: s
- emitrate 30
' K& ^+ B& M9 ^- A8 L1 E. H - maxelementcount 10
, U U* i% I8 M- K& d9 U - addrotate 60
; }* ], b: w2 }. t - velocity 0 0
; y1 w9 q: ^) i6 B0 P, Y - acceleration 0.000000
9 b' t# W" `, f- g0 Y6 f+ D8 X" Z - spawndirection 0 0 0
9 {; Q Z, Z" A - gravity 0 0 0
! ~) e; S% T, S/ \* Q/ S. G - colorrange 0.000000
* c8 l' Z4 v. F9 m& ~ - startrange 0 0.5
+ E. h* s$ r) \7 S# z2 }, h- z - endposition 0 0 0+ I: f% \0 r( {5 Y4 r! n4 \" F
- particlesize 0.5 1/ N. P, G1 l8 [9 o- d4 X, A
- followdirection false
4 C: s8 O* T) Y- L - spawndirabs true& B4 t0 T1 g! P9 W5 r# o8 J
- trianglerender false0 y* M5 n& X8 z$ L8 U2 z
- </effectdata>
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- <cate> 3
9 a, _% \# J" |, B; g$ Y q - <effectdata> 0
0 `. |- I: {( u5 m6 f( Q" U" e - name mh_EFFECT_EMBLEM_DRAGON
2 z+ s: V: Q4 D: } - unittype mesh
9 u. ?4 m) O6 Q B4 ~ - billboardtype camera- p C( Y1 _0 e. r7 T* m
- tailstep 0 0 0 0 false
2 v- S: H8 E2 O2 g5 @" W - size 1.000000* w' e/ ~3 ?- |9 X) q' P7 j9 j
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
7 S0 Q* e4 ]* g# w) {; K1 } - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh3 T! k. q& S) D, g
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim& h1 \8 T6 {+ o% s
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel& t# p V# ^7 H# g8 F
- animlength 0% x: C9 @0 z9 g: f6 `) Q
- twoside true" {/ A" c- O5 Z! W$ @" ]7 L! n
- mesh_status 0 0.000000 0.000000 ""
2 `; E& n, W6 z1 K ~! i' V - </effectdata>
复制代码
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+ ^; x; E% u8 S) G9 [3 k2 X& heffectscene.02
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- <cate> 5 game g( a" E* R. Z* O# S5 F# z5 d! }
- # ######## EFFECT_EMBLEM_DRAGON ######### # I$ H# P+ w: G. a1 z" Y
- <effect>4 U8 A, F4 Q7 a' X, @& {2 g" t& W* o
- id 11810 q2 f! {5 Q5 ?6 \
- name EFFECT_EMBLEM_DRAGON
" J8 b; N0 |! j! y2 u - culldist 2475082071472936200000000000000000.00
, P! N9 t, j( I - <list> l- C! }6 s% m6 Y
- res 1 sp_yellow_hand- M4 i' z0 X$ g0 [7 R
- res 2 sp_yellow_hand5 z8 c$ M8 N0 e& ?9 K( U
- res 3 pt_yellow_short_light_02
# B! y S. Y$ ~* @' V0 \, L* ^ - res 4 pt_yellow_short_light_02
i* {" x* c3 G9 b3 { - res 5 mh_EFFECT_EMBLEM_DRAGON
8 D# V/ s$ b& F' |6 ? - </list>
6 ] O8 I) a" ` [- \" i: W - <scene> [$ ] N/ o: {. F% c
- sceneid 13 i3 [2 | Q- z% \5 {. a+ U. @
- name 1
$ @; f6 l' ^$ `5 q - <control>+ ?3 T6 ^4 p/ a
- unitid 13 e: N* l/ w( E' K# a
- active true* z* ?) z! M2 ~. b
- startposition 0 0 0
6 g7 g+ M1 M) _ - lifetime 0 1000
: P, \% `; h1 j0 w2 ] - animtime 04 ]. l5 s' S3 s) c7 V- I( S- B, F
- bonename "Bip01 Spine"
( [/ |" R5 n- \& a2 N( G - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) : P# o' u* W: A/ y4 \- S3 l
- alpha (0,0.5) (999,0.5)
4 z; k' L( Z. a: U# x2 }+ w - randomstart false- P- H* ?8 x: G$ s4 q6 H
- active true4 O5 h: m$ `! m6 O1 X0 f. `7 j& o
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
! i$ |1 Q. P: N - </control>
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- <control>
" I% B' O, \) w( e8 W. h/ t. @8 |4 } - unitid 29 n1 {: E/ P' p2 J2 I
- active true
' U# m' V3 U: H - startposition 0 0 0
; f9 v$ k4 Z+ E - lifetime 0 1000
7 \( F: n" c4 U- |! I - animtime 04 t4 G" g. m* z0 |* k
- bonename "Bip01 Spine" 6 `! K' \- M7 r6 ^+ W& P! ^
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 4 ?; y3 v' C: C
- alpha (0,0.5) (999,0.5)
0 |2 x* ?, F) q/ |, h- n4 m" z2 `( V2 ~ - randomstart false' x9 Q0 ^/ i) P8 v: [0 T
- active true3 B5 R6 n. l+ `2 Q
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0& M7 l: Q6 s1 A2 V% Y# |/ h
- </control>' d4 I! F4 r9 b0 _7 A" Q& P
8 ~1 @* F0 v3 m: k- X- <control>
: q" R8 M) `9 @. ~ - unitid 3
/ r8 Q' Y Q5 h1 D - active true8 L" c+ H' {8 N$ X5 k2 J. q: ?& U+ A
- startposition 0 0 0
- D0 Y( o- N+ ?7 H3 j8 \. B7 c - lifetime 0 10005 `3 C- _5 d# {- n
- animtime 0/ {0 H8 F B4 v+ S
- bonename "Bip01 Spine" 6 q! G7 p1 g1 b' Z1 M; G, \1 Z
- scale (0,0.5,0.5,0.5) (999,0,0,0) ) I! m$ L8 D9 h1 k4 _+ u
- alpha (0,0.5) (999,0.5)
; D$ {& e: ]/ N: J0 ?( u - randomstart false
7 |3 D8 F0 L- T - active true: X; |7 [, Y( m! z0 l3 q
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0! i, ], Q5 t `/ v# B: o
- </control>
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- <control>
9 i0 l% |/ q& M; @# T$ q- W6 | - unitid 43 Q" J; b7 \* W2 o( ~
- active true8 x. g! c: v0 M) w5 V
- startposition 0 0 0
. o0 {7 P: G4 N% f1 M/ H$ e& I: w - lifetime 0 1000
: \+ b+ q( ]+ Q/ A7 _ - animtime 0; Q( n2 z+ n1 {
- bonename "Bip01 Spine"
6 m0 V# q' R1 u3 O8 ^5 Y" \ - scale (0,0.5,0.5,0.5) (999,0,0,0)
; ?, d8 w/ q6 Y, r! G3 L7 H - alpha (0,0.5) (999,0.5)
4 o" A. [2 O0 Y& v1 \ - randomstart false S5 i' Q9 d) K' _7 r
- active true5 `, m- V# h! u1 S% l
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 08 B4 t# e, W0 ]- e1 v& ~. v
- </control>
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" | t: m& ]3 N( w$ M- <control>% D2 c5 B* a0 i J0 }6 K- Q
- unitid 5
4 }+ _) x3 y2 t- z9 k& @6 v - active true
# z! q! _ z0 B# Z: ` - startposition 0 0 04 }# w6 z' ]3 r' M
- lifetime 0 1000
% \; }! D1 {) o. t* I - animtime 10 Q4 L+ K" |6 m/ o6 m, B X& Q& \
- bonename "Bip01 Spine" + z( R! |- D$ `% }" Y! h, Z1 N& y
- randomstart false
* ?; u' ? W2 [! j - active true
# r( }- Y$ N1 X$ W - </control>
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( y' i7 K# C; Z6 [. ]) ?; {: s( c- </scene>$ ?. W c; E: J+ ], S# o4 L+ [ [4 F
& U9 y" X6 G. a7 k2 q- </effect>
复制代码
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特效.zip
(408.85 KB, 下载次数: 0, 售价: 10 贡献)
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