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图片可以任意修改替换为别的图片
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7 @6 f1 g) N) q9 z4 a8 G% W注意下面代码不要直接替换 这个是需要手动增加进去的: M$ A. W* R! Y
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effectdata.02 j Q3 k" t4 t: a
9 ^2 C% A. [0 a- G; X- <cate> 1
. u. f F9 ^3 G - <effectdata> 0% f& @) `# c- |# q2 Y) W
- name sp_yellow_hand4 v4 \7 A4 b" u0 Z8 H+ w$ z
- unittype sprite. b3 C z; M! T! c% {; `0 ?) C
- billboardtype camera- h, j# u9 Y3 B
- tailstep 20 0 0.1 600 false' `4 V$ g! b9 x0 }- H: v% Y
- size 1.000000
; k! x& m& ?5 f1 @. i - backprint false
, }! h; F8 @& Y8 ], e- e - disort false& I8 `7 f* j: E8 Z0 B
- texturefile Effect\monster\longch.dds, }- {- w6 ]7 A# L
- texturepack 3 A4 \, y" _7 D" }2 C
- blendtype add' [. ? }1 I2 h' A' D8 c4 g& y
- textureloop increase1 U' m( d9 N2 Q4 M. X
- texanimtime 0
5 y5 z, s4 g) Z, E - </effectdata>
$ {- V) _6 {. F& R- x - $ P5 d& l5 {6 h" | ?. F! D
- <cate> 72 B' Q/ L' V; t# {6 f
- <effectdata> 0+ I9 n* r! {8 m4 y- @6 q3 u8 _
- name pt_yellow_short_light_02
; b+ ]- F8 d- l- K# f" A# M - unittype particle
8 Z% Y) B# F- H) x) s - billboardtype camera
: H- a6 ^" O0 l. v/ Z - tailstep 0 0 0 0 true
; Y4 [, q, M7 U6 a/ Y; n& e Y2 ` - size 2.000000
/ W+ Z3 ~! b3 r! o, t - texturefile Effect\monster\light01_orange#.dds! c$ p# B6 N- z- _$ b( G, Q
- texturepack
( d d$ W- W9 C4 E' l - blendtype add M$ U3 ?, C7 f9 b' ?( {7 @
- textureloop increase
, I; q& p% D- v! I - texanimtime 08 v. f4 i; {- A- g) `6 q! _9 q& X3 N( M
- leaftype sprite* ]7 L/ y6 C7 ~! H9 F
- activestate exploderange+ j. W- h4 S3 Z* y3 ^8 G
- lifetime 200 200
" Q% ?& y' ?! M- J6 A) u9 X - emitrate 30* k5 q2 V. m( e# v
- maxelementcount 10! R' P; j: q) Y1 `, d
- addrotate 60- J" h3 G" N2 D" l1 v9 G5 I
- velocity 0 0
" s/ _: t1 i* S3 v* k+ Y - acceleration 0.000000
1 M2 b. q5 p' q* ~$ K% |! n$ S - spawndirection 0 0 0
* z6 E, T% ] N5 a& I% N - gravity 0 0 0
" P3 H& `& h! b, U2 Z' S - colorrange 0.0000005 T: A. B1 N" @0 }1 Q5 I
- startrange 0 0.5
: u# x4 R% ?4 I7 O - endposition 0 0 0
/ o! Q3 o7 G& M3 t7 P - particlesize 0.5 1
; b1 J5 W( m$ `. u; @( b - followdirection false- e6 d5 R# |: i0 m3 f ]
- spawndirabs true' M+ \ f/ A3 k! S2 w0 B4 w2 Q$ l: q
- trianglerender false, b1 l, E- Z: {: M: [) Y/ b
- </effectdata>
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; J" d! D) p- ^8 y4 u3 x& Q- <cate> 3$ f, M2 Y) `8 X d: D9 h8 K L
- <effectdata> 0
# ~2 n4 F' p! y# E - name mh_EFFECT_EMBLEM_DRAGON$ Z4 M$ }. c+ L3 P! V! M
- unittype mesh! m( [; B) ?3 B( x
- billboardtype camera# k$ a6 S" M- V* c( }
- tailstep 0 0 0 0 false
, u6 D+ n7 Q. Y - size 1.000000
$ a8 S/ Q; L6 N) D - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
0 ]. ^$ v; }1 J8 Z0 \1 { - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
. B, ~5 ~8 B( c! r( }3 R - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim6 S/ q, `4 x) g
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
$ t( ^! ^& ]' r0 D p - animlength 0! ^3 j# X, ?8 M8 J
- twoside true
' i3 b8 m% L/ g1 [+ } - mesh_status 0 0.000000 0.000000 ""
4 N: _) P: e# O4 M" s; I - </effectdata>
复制代码 + f5 E' Z: t1 S
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effectscene.02( d4 p m+ W5 F7 Q
+ f1 D" ^" |1 r; l8 m+ ~0 c+ K6 G- <cate> 5 game
~' T- f5 o$ r8 u) u/ M$ y - # ######## EFFECT_EMBLEM_DRAGON ######### ## M( T) R O9 z1 r- @
- <effect>" _% S2 x4 }1 u! _
- id 1181
3 L9 c) O/ p h0 U - name EFFECT_EMBLEM_DRAGON8 e a' d: p# ^2 v1 j/ D6 k# Z
- culldist 2475082071472936200000000000000000.00
9 l. c+ X& [ N+ L - <list>
- w8 }$ o; x: `- {1 o# D - res 1 sp_yellow_hand( [5 d. @* f( [+ t9 g, N0 I7 e
- res 2 sp_yellow_hand
+ c5 c1 p7 H7 Z4 N9 @; [0 \ - res 3 pt_yellow_short_light_022 A# s; m: n8 X) Y
- res 4 pt_yellow_short_light_02) V* ^( @5 n' C8 `
- res 5 mh_EFFECT_EMBLEM_DRAGON, Q% r& f# F" }* ?# x( H4 N+ q
- </list>- q: d3 O& N/ F4 c2 ?3 ~+ ?' l
- <scene>2 `# j# Q' v1 q9 M6 g0 }8 J4 D% K+ y
- sceneid 1
: Z" x3 p) Y. e( [6 l n3 A - name 1
4 v' \0 a4 y' x% }/ e - <control>, r* o/ U2 J. I! r4 p$ u" l2 {
- unitid 19 j, F5 x" |( g, O# a& r
- active true' O" s/ Q: ?' N4 f! w! A
- startposition 0 0 0( ~8 p) F# i6 X5 Q! |9 `3 b
- lifetime 0 1000
1 D/ t& {1 ~; Z+ W" u6 [ - animtime 00 I4 t1 E% T- r" \
- bonename "Bip01 Spine"
$ D+ k5 @" U. ^8 g; z! G0 [ - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
" l' m9 c* B- F/ U - alpha (0,0.5) (999,0.5)
! h- F% k% W& M1 d - randomstart false
/ A( Z+ ]; }5 @ - active true
# P! l9 }( w7 ?% a1 o! q - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
6 w' c$ n% a# r# \8 x- V9 |" a - </control>
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3 k1 I) A% T* ~/ C$ w1 R- <control>
% Z) l1 r$ F* x* u" h - unitid 2
: w0 z6 `# ]+ M- q - active true
0 b* L2 S- c3 A$ i9 B0 G - startposition 0 0 0
9 t2 k* ]7 F) Y5 e! V0 d9 ?6 z: r: s - lifetime 0 1000% d( R% C/ X+ h! Y( V" |, W1 H
- animtime 04 J# B9 J* e; z. f
- bonename "Bip01 Spine"
, q# o) P& z, S: N" R - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
8 l0 V$ u" K6 c1 S7 Q* |* Y - alpha (0,0.5) (999,0.5) , \0 x) q/ J1 t' f/ C# T
- randomstart false) e" A' u* Q/ |
- active true
: J& @0 T; |) J0 V& A$ ^ - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 08 u2 w3 E) b7 ]8 q# R
- </control>
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9 |! q; `! c1 P7 _0 x; V: k/ |0 k- <control>8 `0 |+ m0 {" r1 L- ^4 ]" q
- unitid 3# w5 z1 v q+ Y
- active true
" ~% ~# q" c+ j/ `+ q2 M) n - startposition 0 0 0
/ j6 [1 W$ c q0 q/ ~# \2 o a& e1 | - lifetime 0 1000
. ~& ~! V: f* q# h# P - animtime 0
- v2 k% j) w' Q3 Y S E8 y - bonename "Bip01 Spine"
' B# k+ O3 D2 F - scale (0,0.5,0.5,0.5) (999,0,0,0) # J3 s0 J3 w' j" H
- alpha (0,0.5) (999,0.5)
R4 z# t+ B/ p. g5 j% j# z. C - randomstart false; u5 x/ l8 ?7 P4 @5 z% J
- active true7 v3 g9 p7 v" h2 g6 B
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
$ ]# \) }: a1 \- ^5 S$ N - </control>
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: e% m) K' h/ {0 \8 k6 W# G$ v( R- <control>
, } J5 e7 k8 _" C/ V9 ? - unitid 4
% l. E1 c9 ~) T" x3 Q - active true
. g0 m6 ^% R# c6 B! N2 y, l* p - startposition 0 0 0: V; ~2 Z3 @. _, n0 Z# H
- lifetime 0 1000' B. F% K" I* C4 `' |6 W
- animtime 0* y& O, s0 b+ j* T0 g# s
- bonename "Bip01 Spine"
O0 F' K; B$ l, ~0 b - scale (0,0.5,0.5,0.5) (999,0,0,0) $ r) u0 Z9 D, B4 H2 Q+ s- x3 B
- alpha (0,0.5) (999,0.5) / q7 w9 D. h, ~; q! o
- randomstart false
% T& B$ p+ ^+ m& _* d" d - active true+ K# q2 F: V; n
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0/ g; R9 X& T3 N4 H8 [- c# f7 o; o% L
- </control>5 S+ t ]$ S) F% s4 o
; p4 y, X8 q) g, a- <control>6 p, Z! W7 o# p; X
- unitid 5
) N# D" P+ r6 F6 [# V, q - active true6 P- q2 ~% E2 u8 b$ f2 a1 J3 d
- startposition 0 0 0
4 \( Y% t+ T t+ ? - lifetime 0 10007 y) Q" ^8 S& R% ]+ Z
- animtime 15 l# a# y/ B0 t) O
- bonename "Bip01 Spine" 5 z1 N- \% @$ [
- randomstart false
- D: H& n( G C L; ^* m5 [0 G, x - active true
2 u/ { z( u0 V7 v' Z* ?; f$ U/ H - </control>/ r" l" ~' O; M! K
3 S4 r' _# P+ r) }9 y8 x/ s- </scene>
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9 u9 Q5 h8 _* _( w/ S, ?9 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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