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图片可以任意修改替换为别的图片 8 o3 ~/ b2 W1 }/ _* e. m+ u
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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
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effectdata.02/ ?7 R8 Z1 s+ c% Q* |: N: Q1 ?
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- <cate> 1
* z4 N! D' N3 H7 L: a( L2 ~5 _ - <effectdata> 0. v6 Q4 {7 C) l+ W8 {! v
- name sp_yellow_hand4 E) I# A W4 S8 L0 G
- unittype sprite) y+ B& e; b0 C+ \, z# ?7 h
- billboardtype camera
* W4 y7 J( ^/ M' x) k# \8 { - tailstep 20 0 0.1 600 false3 J, G6 w2 c( [* B# A% e( e/ W
- size 1.000000
. U6 z1 Q& K) b% g3 o- l - backprint false" i+ `6 E* n% M5 ]4 F
- disort false# u8 H1 ~/ ~2 u' S5 a8 F; ^: m; T
- texturefile Effect\monster\longch.dds9 X6 s8 p. w3 R2 @- j o8 ~
- texturepack + `+ h @* a* R
- blendtype add% w/ F4 h. K% E: P3 B
- textureloop increase
f4 L' I* G4 m5 G1 A& ^ - texanimtime 0
6 x# q a6 K: K; ]1 s% ], w, z" U - </effectdata>+ g* B8 ?5 z- [4 v* C3 C Z% }5 L
- & h) ~2 ]# u' e2 v3 E% @2 J& u W; u
- <cate> 7
" d6 i. y0 w3 `1 t - <effectdata> 0
6 ?1 d0 e3 e, l8 K& C- M, F9 } - name pt_yellow_short_light_02 o. B5 Y9 t( H; e+ Z) L
- unittype particle
: I2 @' ^7 |7 X) c | - billboardtype camera
" r" ^4 e& _ m9 o - tailstep 0 0 0 0 true0 P1 Z( |" i# U+ J) l9 l
- size 2.000000$ V0 T9 x# d9 @' R
- texturefile Effect\monster\light01_orange#.dds
: d4 \+ _, D. p4 H- x - texturepack
; u- ]/ c9 [2 z9 J* n - blendtype add f9 O1 e2 V* ^: [2 L6 E
- textureloop increase
1 y: G8 a3 u2 J/ V! ]% b/ p - texanimtime 0
' I9 S0 [, R9 F0 G9 H+ B' b - leaftype sprite, ]0 m9 ^" ?5 }2 K5 Z0 ^$ b5 Q
- activestate exploderange
, R D8 r, E: N% E+ G4 C* {2 A - lifetime 200 2009 V5 ~, ^6 |2 g% R" q5 i' i
- emitrate 30% T/ b/ X4 d! N" `
- maxelementcount 10) V: B: F6 D4 k3 O" R3 ~
- addrotate 600 t- I( }5 o' i& @7 H1 F
- velocity 0 0
& E7 }3 q6 [' K- [4 Z - acceleration 0.0000009 d" s' Y, o$ W/ Z8 v" `) t+ U, I. _# p( e
- spawndirection 0 0 0' b: z- @! T, P' W; H% V$ z& h
- gravity 0 0 08 A: `9 `. Y2 A p% s! s
- colorrange 0.0000005 \$ r& Q2 p5 Z5 {% @/ C
- startrange 0 0.5
! ^" V. M1 g, F7 l6 w. e - endposition 0 0 0' ]# C" q8 l4 x6 P
- particlesize 0.5 1
1 o9 C/ `6 ^2 m% T+ { - followdirection false
3 @, P; g! Z+ B" l: h - spawndirabs true
/ q8 U2 b/ X; e0 L. R2 p& L - trianglerender false
9 q' y" H; O8 ], i! x - </effectdata>
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7 u# A% J8 R9 I- T" g; N- <cate> 3" v% N z9 h# e7 n7 p( Z
- <effectdata> 03 t: H6 g2 P/ q k$ l# _
- name mh_EFFECT_EMBLEM_DRAGON
8 c2 C/ t% F* W: y+ a - unittype mesh3 Z2 j; G& }- T" Q3 }
- billboardtype camera( ]( n( V% Z: c Z. G9 b; j
- tailstep 0 0 0 0 false* k% _9 t5 g' j+ Z
- size 1.000000+ d; D7 X5 j! D1 d6 \4 i
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
" M2 F9 U! h! f ?8 P' O - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
- _+ K) F: j9 i4 G; V8 e - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim* W) W1 z* |6 y4 z1 Y4 U
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
% f7 v% M2 T8 y5 S4 n - animlength 0
5 `! u& D5 H* v4 d0 n( l0 o" Q! s - twoside true
& @# y. B1 U7 z: Z - mesh_status 0 0.000000 0.000000 ""
B; O& Q: V8 t' y; ~; _ - </effectdata>
复制代码
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effectscene.028 Z$ y7 V6 t/ F6 b, l& x4 W
. k' z- \1 i! l! _- <cate> 5 game# Y4 \2 Y2 P) j: j6 y
- # ######## EFFECT_EMBLEM_DRAGON ######### #7 @( }3 p+ a. O+ u2 R
- <effect>
0 S! U9 ]- E L. C& ~1 n" } - id 1181
9 ]* H4 c4 R8 o, O - name EFFECT_EMBLEM_DRAGON
8 J) w3 o+ N* F) L - culldist 2475082071472936200000000000000000.008 P0 j! y& |# q* d
- <list>
- G6 v" C9 Y5 D7 G; }( E - res 1 sp_yellow_hand
4 i/ h* Z7 B& ^/ b. \3 f( d% _ - res 2 sp_yellow_hand
- u" t# K9 b( i0 D2 `- }6 N2 p - res 3 pt_yellow_short_light_022 @6 A4 n8 A4 R& W
- res 4 pt_yellow_short_light_02; G4 S! b0 ^: m& T0 K
- res 5 mh_EFFECT_EMBLEM_DRAGON
- w* n) l. t6 S# Y! M7 h/ T - </list>
0 q5 i, O5 k* k/ n5 f - <scene>
0 L: l$ I. g3 @5 u5 G* @2 _ - sceneid 1
@. z7 w$ B& q7 r9 {, E( j$ }8 A - name 1
+ V# ?/ `3 O4 Q4 Q - <control>) R! V, n' s& N! h" g& W
- unitid 1( m5 n9 s' I9 p) c) H7 V" W
- active true
/ k3 T7 U2 G4 K1 J - startposition 0 0 0
+ V- I3 @# P% l# q# }/ C - lifetime 0 10008 |8 Z: P7 M5 o* \7 e
- animtime 0
+ T& @! Z. ~: m3 B$ N. T - bonename "Bip01 Spine" " G m( k( U' v/ A% | d
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
* q8 s; A1 `2 | s3 ~) s - alpha (0,0.5) (999,0.5) " W) T% }# Q/ q% r0 T* |: Y
- randomstart false7 ~. @) ~7 I5 T; w
- active true! D0 s) s4 i/ n6 a6 m1 K
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
- t( M8 A, }$ ]5 ~/ ^ - </control>3 g& Y" n+ q% t: k+ @: B; |
& c2 N- A# R7 ^' a6 Y" d8 ]6 w- <control>& T0 }) q) V1 `% e& p# ~
- unitid 27 X6 {: D7 s" X+ O
- active true
3 q3 p: n1 Z+ R# `2 _# e - startposition 0 0 03 b, M6 \' K8 v/ I. Q* h3 U
- lifetime 0 1000
s- B: w/ N) |: B4 {) ?% ^ - animtime 0
u" ?/ q6 H$ I0 Y. N8 ]7 p - bonename "Bip01 Spine"
3 r' O6 ]2 \# o2 }# N. b1 j$ q - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) " ^, ^8 B9 q! t9 Y1 \/ P6 v
- alpha (0,0.5) (999,0.5)
. X) I5 Q6 H$ w: V! Y; f' n5 N& I - randomstart false7 R0 {& s2 P5 ^; l8 k" `0 l
- active true
8 _1 ^' R0 M4 J% h$ P N7 P% T - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
h: ^( q. H* s' {% d0 G' T% s - </control>
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- <control>
9 ~7 [0 j% z$ p! j3 z+ z. u - unitid 33 M6 B/ t4 z/ I2 z, b
- active true( ?' u+ ?/ _ X) p
- startposition 0 0 0
: F9 T9 c$ C( M. @9 l9 H: A - lifetime 0 1000
* J: k% ? I% M3 _, j$ U9 f - animtime 02 c V+ j. v5 _: | Q5 {2 P
- bonename "Bip01 Spine" , D5 M; ]* I3 G" N# s+ E/ O+ ]3 Y& O
- scale (0,0.5,0.5,0.5) (999,0,0,0) `# p7 ^( p" k: u5 P$ K
- alpha (0,0.5) (999,0.5) + G1 H6 a: ~! q& T3 v4 P
- randomstart false# i5 _1 Q( @ z" ~1 L
- active true
# q3 q9 |0 z- ^ A z# O9 p - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 02 Z8 H/ v. z: H7 U
- </control>. ~; v2 _9 M: G
, h# E0 w8 v7 f& W, P- <control>
% r" r. u0 m3 U' n) i - unitid 4
; V" C6 ]# g, }; c8 F - active true- n* L- ]# V# H7 p
- startposition 0 0 0
4 i+ n' e7 W) K4 z! O) J - lifetime 0 1000; M$ r2 I3 }: h6 O1 ]
- animtime 03 t( l. V" ?5 X# J( `
- bonename "Bip01 Spine" 6 ?: m! G! m, a* T0 D( ?" t5 c6 j B- |
- scale (0,0.5,0.5,0.5) (999,0,0,0) 0 B3 M$ @+ F9 c6 |+ ]
- alpha (0,0.5) (999,0.5)
; r9 K9 E' _! T6 o* B' N - randomstart false' z4 ~1 B3 x, Y$ b7 e/ j
- active true
% |. F. s. E! _) Z% s- _ - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 02 c& Y5 [( k& w( r: P
- </control>
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. X& L7 ]) ?; e/ n) i" J- <control>, q! k" K) D! o, L- n5 }, Y7 X
- unitid 5
5 e; ^) q& S1 ^/ h* l - active true8 z$ n) R% a% I% ?
- startposition 0 0 0
* f8 |* U5 j! O% Q2 a - lifetime 0 1000
1 i+ }* }+ N+ u9 o* v% A - animtime 1, L; w+ d7 p. Y, v! N& U8 w# V+ [
- bonename "Bip01 Spine" 4 D* T1 l2 m1 C" n/ f/ M$ O
- randomstart false
, w; t# n7 G% q - active true0 d/ R) V6 L8 T8 n4 y" s8 o
- </control>- t6 Q' B; R/ s2 E
$ I3 X' n. R+ R, A2 |% ~7 E- </scene>
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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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