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图片可以任意修改替换为别的图片 - ~' o7 V- m3 G$ O1 p$ T
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" f/ j- [- w; J) p+ T& ?注意下面代码不要直接替换 这个是需要手动增加进去的
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effectdata.022 d3 ~0 b3 j5 @- J+ X* Z$ B
f i, }+ J* A9 s- <cate> 14 V1 u; w, ?+ }1 z) s! `" K
- <effectdata> 0; e* \6 z1 a# ~* x
- name sp_yellow_hand1 ~+ L9 d1 L. P% v5 q1 }) |
- unittype sprite0 a7 U2 m' O# M
- billboardtype camera8 ]( l5 A' o# j; j: G" W
- tailstep 20 0 0.1 600 false- U+ H$ g9 X8 D4 z. W
- size 1.000000
6 i( | F' M6 P3 C5 t - backprint false# |% `# _6 n$ @: S0 ?
- disort false
6 G$ I5 ~, r M - texturefile Effect\monster\longch.dds! S3 P0 G# M; s# ?
- texturepack - g/ U7 r2 ~! g8 U
- blendtype add$ t* H. p! h: b+ _ @7 ^
- textureloop increase- V6 D V% P( d8 B, o' y# {2 X6 x
- texanimtime 0
2 S b" H* W# O( u" ?8 `) h - </effectdata>
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7 l+ K! F7 D! q y% J- <cate> 7( [' E/ G+ l! X+ ]% Z, x" c
- <effectdata> 02 O9 h: e; ]: T% T
- name pt_yellow_short_light_02
+ Y! E* u( }( r; ?+ p - unittype particle9 A; r4 o3 {7 {% v
- billboardtype camera
7 |" u% u) y/ _7 S3 r5 i - tailstep 0 0 0 0 true& D' s. N! q) W& h* u( |, p0 J
- size 2.000000) K$ |- u7 H9 g+ p' f
- texturefile Effect\monster\light01_orange#.dds
' F4 s2 J; N u/ \1 [: a% J. S' g - texturepack 3 \7 G' X a7 l7 f# b
- blendtype add
8 }" ?, x3 @3 U) n7 W+ ~. ~* X6 `% Q - textureloop increase: Y7 C" q) Q4 \5 t) [
- texanimtime 0, ?* i) d- [3 U$ X7 Q4 @4 c
- leaftype sprite
' G8 X2 S; s! \- j! G - activestate exploderange$ a; H( }* o0 i, v5 y- e, ~# X
- lifetime 200 200
! x2 f0 w- z/ i - emitrate 30" l4 v- k O4 L: F; J
- maxelementcount 104 P* D8 S* m/ L( S+ b" N
- addrotate 60
) D5 c# T3 r) I' y- U - velocity 0 0
% P( R4 P# T* h - acceleration 0.000000
2 m: r. @( t/ b7 }0 I, o7 a - spawndirection 0 0 0 N7 Y# a' j) y, J
- gravity 0 0 0
" q) f3 }1 P& r; x8 ] - colorrange 0.000000$ f5 A4 I- @' b: p( G h
- startrange 0 0.5
% r7 Y7 c. x3 {3 O5 l; x - endposition 0 0 0
% o3 k! n/ H* Q: i3 V - particlesize 0.5 1
7 m: w3 Z% T& k7 x - followdirection false/ R0 s2 R) A- N2 U; `' W7 b& C
- spawndirabs true
3 ^+ Y5 L5 P( l' Z9 m$ V - trianglerender false- V3 j" C1 v h" t
- </effectdata>
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- <cate> 3
0 q$ F$ P/ c: k7 u: N' K2 C - <effectdata> 07 y. Q; d1 h1 E( S3 i) `
- name mh_EFFECT_EMBLEM_DRAGON S8 W/ R; _$ ^3 O P- P' B/ N
- unittype mesh
5 @( x5 u7 X* y: D. t. j5 y a2 o - billboardtype camera
) X. K) K; t# {8 d. B - tailstep 0 0 0 0 false* z2 \ m, x4 T3 B
- size 1.0000003 z# J( G9 r6 W0 S! r' |- @( P
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
! M _5 U6 E e5 E/ S/ ]9 _5 G - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh! h. A2 B9 A9 n d$ x$ J
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
# Z+ C+ t7 X% F1 i - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel5 N1 E0 W$ P1 r- c9 l
- animlength 0
' v/ u* u i k# k - twoside true
# \: s6 w7 V: H: f' V Q( e$ Z - mesh_status 0 0.000000 0.000000 ""
6 \/ ^1 H- C8 C6 G% Y* Q5 Q0 Z _ - </effectdata>
复制代码 , Q4 G) ] y: @7 x
9 S; o$ s3 J7 h( Meffectscene.02
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# x1 Z7 b/ b+ V" o1 O/ w/ d- <cate> 5 game
9 \$ Q) `" a1 C. P" T/ l; [- Q$ B$ q - # ######## EFFECT_EMBLEM_DRAGON ######### #
. T8 P" O1 L* D - <effect>. ~7 G q6 D3 g3 v2 g
- id 1181
/ ?9 \5 \! |3 [. k) q7 z - name EFFECT_EMBLEM_DRAGON/ ?/ u$ G+ q0 V3 B0 _
- culldist 2475082071472936200000000000000000.00
3 h4 `8 Y& Q& Y g: c6 S - <list>- `) J+ ?! O) a% a% p2 A! c
- res 1 sp_yellow_hand
" v2 z X3 A6 ~- j9 q - res 2 sp_yellow_hand
) K. v; ^0 |* D: X2 \! l/ a+ G - res 3 pt_yellow_short_light_023 y ]4 x9 k' S
- res 4 pt_yellow_short_light_02
5 G9 Y1 ?5 X6 d$ N2 H - res 5 mh_EFFECT_EMBLEM_DRAGON/ f. p$ N3 G& ?$ [2 {1 z
- </list>
3 ~$ J+ L4 E6 [ - <scene>: k1 _9 Z% H( g
- sceneid 1$ l: F( M: Q# X1 ^; F) Y6 _1 q
- name 11 |& J: m2 v- v3 m) X9 u
- <control>* e' z' b) W x* o) i6 g* P
- unitid 1
9 h6 f) [- Z* M4 G/ h - active true
2 R+ ]& U$ }% I& Q - startposition 0 0 0
+ Q! ~- V2 V% |0 h - lifetime 0 1000
* s4 i, F/ T+ y2 O* B, s( N# @ - animtime 0+ _9 T6 ?5 r/ r% z# ^% u
- bonename "Bip01 Spine"
& n6 o6 H9 f; L; k5 q& ?4 T, l - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
9 C- N# |! q9 ~8 u - alpha (0,0.5) (999,0.5) 0 t0 Q, }, f m
- randomstart false
4 |4 S# W$ Z1 s8 H8 j3 \ - active true" f; D$ v. ? ^% v7 k; r( O
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
# Y$ a! b: P3 j" G6 M! M - </control> j, J# {7 [& V
2 \" N3 F- w; n( Q- <control>
/ d+ s7 w6 }* `+ \. L, ?7 c: |: [: { - unitid 2
6 x& i, i \3 ~$ Z8 \! N - active true
5 Q9 O3 Q" I) m8 a8 T$ [: Q g, P. } - startposition 0 0 0
3 @% _4 D G6 d" w( d: y8 ~ - lifetime 0 1000
3 u5 Q8 F& a9 z - animtime 04 y9 E( d) x; i) C" {
- bonename "Bip01 Spine"
% A+ U& X: O* G/ a) A9 Y - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
. d0 K) U8 v( x- H% j - alpha (0,0.5) (999,0.5) 4 u$ R% g0 O4 j: L
- randomstart false% h5 _7 o. j: b3 G
- active true
: q6 v$ L2 S/ ?) }. _ - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
2 A& w$ F0 q, {9 J0 e - </control>+ D3 f+ d2 {) o) D
- 1 J1 `! Q) m& J5 X+ F {" @
- <control>5 V" i9 ~+ D, s3 g2 G
- unitid 3
1 s! X& X" M ]/ \+ k! Z8 q - active true7 z6 I7 J; u! M/ i3 s
- startposition 0 0 0
1 _3 U( L" S3 D& t i - lifetime 0 1000
# k2 a1 T7 ?& E5 {* `1 t' m* O - animtime 0
" b5 o( W$ ^" \/ Y) { - bonename "Bip01 Spine" " x7 S% t$ R* o
- scale (0,0.5,0.5,0.5) (999,0,0,0)
( `" g% J7 y- B6 m* F - alpha (0,0.5) (999,0.5)
D- `, C; @/ r8 l- v" o - randomstart false* ~$ w& f* t9 G6 q7 ]6 m& i
- active true/ e- Q. B- G6 }2 ~
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0) n. ?2 K) W& t7 s9 I" d
- </control>7 L. ?0 x- ?2 E7 K5 q a# F0 s
- * @( d7 B% X1 S. K
- <control>
" `, |! |, d y1 [/ g+ T! q4 {* j - unitid 4
! I$ g' t1 V( ]& [0 g/ U, f - active true. J* v- ~6 n8 n1 _
- startposition 0 0 0
! c. z! b8 C/ z - lifetime 0 1000
! O( E% b/ f8 H. H5 f- z - animtime 0
$ u9 }0 Q, T6 F& l" @# G. A - bonename "Bip01 Spine" : W4 m1 n6 `& Z& I1 m- `8 O% |
- scale (0,0.5,0.5,0.5) (999,0,0,0) 6 j9 ]2 E; ~9 n B1 Q# _9 ?6 @7 }7 d
- alpha (0,0.5) (999,0.5)
) U' E, n2 P/ {0 m- F3 G - randomstart false
2 j" f* q, ?, T- w- F - active true3 X" a# q* }. x/ b% [3 f
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0 O, H3 g/ p- ~ L8 U' ]
- </control>& e0 t! @" m6 _! h& W$ p! L- a4 A
" @# R3 ~% B$ H% v/ O& K( _/ o# B- <control>
' l) ~, n X# b - unitid 5
4 D' G) P% W8 y0 ^- p - active true
( u& K+ k% p8 N3 ?& I0 ` G: s. ? - startposition 0 0 0) f; N% A v. z9 I' ]
- lifetime 0 1000+ q" a. S1 w! k/ z, A
- animtime 1, F2 I2 c% r6 { \- `. S' X' m
- bonename "Bip01 Spine"
. r# J* }& N8 }3 g9 z. O: \ p1 y2 _ - randomstart false
. {" N) N" Z& v% l8 L% h. N& [ - active true
9 o& k/ v9 j% B- B - </control>
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) i5 T* `& a- E8 ]- </scene>2 i7 j7 Y, l) i$ |$ Z
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- </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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