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/ i* U4 f# p4 l图片可以任意修改替换为别的图片
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注意下面代码不要直接替换 这个是需要手动增加进去的. g2 Y! i# t+ h
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& J+ Q% H6 q' ^( `effectdata.02
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- <cate> 1, @0 K: L, Q+ r' J) U8 }$ R
- <effectdata> 0
' ~. I8 H. Z1 @8 n+ M: F - name sp_yellow_hand% j7 `, B+ X3 `! N U
- unittype sprite! R; {9 l% M% E8 f$ Z1 k3 m( x
- billboardtype camera
( V& Q( ~. Y/ L: X& ]% t4 } - tailstep 20 0 0.1 600 false
9 f9 g' R1 q; d; D - size 1.000000: U1 v- S& k. W% Y% Z# N
- backprint false
& n' [* W0 L* c9 W. P - disort false. g9 _. y8 V* s% v2 T6 U6 n1 C
- texturefile Effect\monster\longch.dds& }# m( i, V" j' r" n$ n6 `) ?
- texturepack
0 D; O) z1 B" i! j- H0 B) l - blendtype add
) ]* d9 d' G/ k N! e - textureloop increase: t/ Z+ ^5 w D/ C
- texanimtime 0) E1 Q K. K5 r k
- </effectdata>
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$ x4 K( i0 f0 U+ h% p0 O4 V( p" ?- <cate> 7
/ G, N5 l% `- j5 C - <effectdata> 0
) K* U8 k% Q8 m! f - name pt_yellow_short_light_02+ c7 e% o9 g: e5 K0 L4 X8 Q _, ]
- unittype particle
% j3 V9 P* ]' b; X- w4 M - billboardtype camera' b7 y' E$ n% A' B- z
- tailstep 0 0 0 0 true
) r+ p( K2 U3 E4 B n- x% e - size 2.0000000 X. Y$ p. m- P% z: Y2 W- V! X+ P
- texturefile Effect\monster\light01_orange#.dds7 A# k& o9 B1 [ M0 }: A! \
- texturepack 8 H) l, I- }/ u. ]* n1 j6 ]
- blendtype add
; j6 F& A; H' G+ l - textureloop increase
# i% U/ H- L$ [+ @ - texanimtime 00 ~: r; Q3 I7 v d/ K
- leaftype sprite7 G/ f& ~9 o+ V: n7 U3 n7 I! ?
- activestate exploderange2 K( N# `* q& c6 k5 u
- lifetime 200 200* _6 Q% R. ~) {/ _, H1 W) {" ^
- emitrate 30
1 Y. o9 w7 Y- w( B - maxelementcount 100 v& P) { `# i& y" J
- addrotate 60: Q" A: G" E3 i5 L1 N( X: c$ G
- velocity 0 06 b! z$ q" l& B% h" e9 }
- acceleration 0.000000) A* K' Z; g3 i& ~. {! N. @
- spawndirection 0 0 0
& R9 A! j. P" C, d* j2 ] - gravity 0 0 0
; @9 W* K* s/ A# x* F$ ?; k - colorrange 0.000000
. ~8 s( G8 }. I) Y) w" f5 ]8 u - startrange 0 0.5( R; Z5 R& F9 d2 x6 J- }
- endposition 0 0 0
& b( B, |- c$ Z: D# n0 l. X - particlesize 0.5 1
5 T: c7 I* d9 r. K4 M - followdirection false
) Q8 s# o7 u' j9 }9 \ - spawndirabs true
. G1 F3 T+ o+ s% k: a - trianglerender false6 R* P* K$ O! K1 M" l- I# K; v; G
- </effectdata>
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- <cate> 3
- H/ H- U+ E. v - <effectdata> 0
! X9 d/ w% e | - name mh_EFFECT_EMBLEM_DRAGON
- h2 w$ @# H. J& K - unittype mesh
1 a/ v, A6 t* { - billboardtype camera
+ a) Z, B$ s6 F; L - tailstep 0 0 0 0 false' y9 O2 T" H9 N4 [& A+ R s8 |
- size 1.000000: `) T& R5 i; ^' r- H R7 o
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack% P; S. n6 @) Z3 L/ z4 k$ U' Y
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
' \. P1 e4 I% c6 K4 |. U - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim+ l$ e. Y$ R2 k& L# M
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
! D: q0 B% u% X# n2 d* @ - animlength 0
/ g( z- x: {& ^7 h8 [: m3 M - twoside true
! ^3 v" |5 n- C( F7 b S) |6 Z - mesh_status 0 0.000000 0.000000 ""% }0 [* r$ ~8 j0 U" p
- </effectdata>
复制代码 / C7 `' ?1 ~; E) R. W( j: W
. d3 j$ }7 x' J. a" ^effectscene.02
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- # ######## EFFECT_EMBLEM_DRAGON ######### #
: V# X+ R" Q3 E- y4 T6 J! U: | - <effect>
/ [/ ^4 p' t4 W+ d U - id 1181+ S0 V" c1 [; L2 X5 q: z4 p, z4 O
- name EFFECT_EMBLEM_DRAGON( B0 n/ z: }$ E) r& H e. y* J
- culldist 2475082071472936200000000000000000.00
' J4 d. _" f! B% ?7 q - <list>
8 W$ ~4 [- ]) }4 d% d - res 1 sp_yellow_hand$ \6 Q2 ~+ e7 `
- res 2 sp_yellow_hand
+ v( b. G# R0 `5 ?* J9 l3 ~ - res 3 pt_yellow_short_light_02
: e0 A1 w" i. o* A) D3 p2 |& Z - res 4 pt_yellow_short_light_023 h# B. s# y1 R0 O. u# f- c
- res 5 mh_EFFECT_EMBLEM_DRAGON) P+ a+ C S2 B+ i# p
- </list>
4 e7 p8 t+ Y K* M, m - <scene>
; H7 V7 G6 L/ A7 i- N0 a/ Q9 t - sceneid 1
$ g: ?1 }3 {5 Q" R - name 11 ^& {8 C# q9 Y! W: K1 q3 O4 k) o; @0 c
- <control>. ]" z! a- u" U/ g* Y# [
- unitid 1
; w6 } q+ c5 H3 A! J4 B1 c - active true; E+ w* x/ R) c- W
- startposition 0 0 0
) c, [" j0 [4 C: X - lifetime 0 1000' n- W( J4 H7 X! @& I
- animtime 02 `& w2 J6 @* r- I( g! |; Z
- bonename "Bip01 Spine"
" t( v( B! h7 X* ~ - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ' O' C: T8 ?2 {9 h' R
- alpha (0,0.5) (999,0.5) ) l6 Q5 O. r) `! ?6 p
- randomstart false
+ q9 m4 z# }, W( B' n - active true/ q, _. B/ b3 w: e. R( J0 Y7 `$ W2 |
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0. y/ b. D1 c( H8 x
- </control>- I! w- {; H/ o* m' x, k
3 U4 P3 o8 U' J6 F- <control>
" u2 N' p! t5 {6 B - unitid 2
% \3 [9 o8 r: Y2 O' ^3 ~3 A+ B k - active true
* f# E" ` p+ a7 M ~6 l - startposition 0 0 0& ?% P# v8 M" @' y5 D
- lifetime 0 1000
; E8 e/ k. b8 V( G S - animtime 0
5 I/ x; _% p& B; @+ V - bonename "Bip01 Spine" ' o* g* U3 |" K
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) - E; q* e$ Z7 ~& h- v: O
- alpha (0,0.5) (999,0.5)
3 U4 s- t7 O& D; `- r0 j - randomstart false9 @) e; R: b2 m2 |
- active true" D& @: U4 V9 x o# N
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
& ?* x9 k+ s) N- f2 j! m4 t* t - </control>
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( N. e# F. T1 H& r- <control>
/ S5 l. k7 y7 m3 @5 ]& \ - unitid 3, G& F0 ?) u5 O7 v0 ^% A
- active true
4 S7 {4 w* ^. K2 v% X) |! L - startposition 0 0 0" _' z* l( h: d {# D
- lifetime 0 1000
2 _) Z( x1 E. x - animtime 0
$ o, w! p: ?5 l) }( y; e. [ V5 | - bonename "Bip01 Spine" 1 J/ W& ?3 k- N- b
- scale (0,0.5,0.5,0.5) (999,0,0,0)
$ X' g( H0 E- V/ f9 J - alpha (0,0.5) (999,0.5)
+ \4 h, t8 ^# r" E- H$ o1 x# e - randomstart false) W+ X& @% o* ?! ` m' t* T) m ]
- active true9 H2 J4 U& t# j5 m
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0' C; e+ `5 T) @ A$ [& V
- </control>
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! r, S+ \+ p! @6 E7 {! h" G- <control>' l7 j, j* g, d! Y
- unitid 4& L4 Z2 `( S7 m! v7 B2 S6 k
- active true8 B2 V! e3 H0 r `# H! f u0 [
- startposition 0 0 0$ O# I4 z' F& e5 P E3 Z: `" x9 ~
- lifetime 0 10002 I7 \) N1 y+ g+ u) F9 I1 G
- animtime 0+ L: H- V8 }" W, c% N1 Z7 C8 Y
- bonename "Bip01 Spine"
$ f6 k& ~5 l5 m& K" B - scale (0,0.5,0.5,0.5) (999,0,0,0) 4 n! v- |4 m p* h4 J" |/ j2 {
- alpha (0,0.5) (999,0.5)
* [; D- Y! R# M* {6 j5 A6 g - randomstart false
' ^4 g. o! [# _! B3 t: Q2 N - active true
% e4 p+ e' U' ?: J4 y, @. Z - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0$ V1 ]8 I' j5 R$ w! z& g Z
- </control>, u+ V; i' M* X0 q; k9 t6 c8 w- m: {
8 y9 V; O8 X, x& V( ]! |- <control>8 Y+ U" h; d# n! m9 a
- unitid 5
! A! i4 K0 t2 }( H) A7 Y - active true
$ [3 _: g7 O2 |7 t+ ]1 t: {( g - startposition 0 0 0
9 {# v$ V1 }. o# d; d - lifetime 0 1000$ T+ i6 A% A" H; o
- animtime 12 W) }( q3 `3 P$ P( o+ ]
- bonename "Bip01 Spine"
3 h% v, S4 i3 Y) G - randomstart false
$ \ k e, t% S; G, S - active true; p8 V" `* j% a9 g
- </control>0 ]9 N; P5 V! _
# D7 d0 v, O, P: ^- </scene>; Q+ ^0 |/ j1 M, P/ W0 q
+ r2 X0 l' Q1 \( R2 ^% t; G: T- </effect>
复制代码 . h1 M; \: f& a4 x j0 y6 ~! C! T
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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