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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
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' x) b% Z* z) w8 h/ Reffectdata.02* \4 Z9 N3 d3 H: z# a+ K) U2 Q( s+ Y
) f3 h# Z! o$ e- A( @, x+ W" N- <cate> 1
& h9 _9 e' t. m: s! _: h9 o& E - <effectdata> 0
* H9 Y+ z7 M$ i1 b - name sp_yellow_hand
9 h' A) M: x, I4 O) O7 u }/ R$ T9 ? - unittype sprite$ B: t( c0 J( C7 {; c
- billboardtype camera
% u5 b/ b; w) V( U - tailstep 20 0 0.1 600 false6 r# u; n8 i. ^* \+ _
- size 1.000000
2 x: @5 L. B1 h$ t - backprint false. o5 v f6 l% C9 F5 ]$ i( H% L( p
- disort false( K0 R5 Z# x1 L2 o
- texturefile Effect\monster\longch.dds: q3 h7 ]& d1 _, \( y6 n
- texturepack ; n E+ `; `6 R: H
- blendtype add" f, R0 n x* }1 B! z
- textureloop increase
% s8 E8 J1 m8 t5 ] - texanimtime 0+ I' l4 R1 J7 e6 ^+ g9 ~7 L4 A; I
- </effectdata>) t0 `( J+ x- Q) g% Y
+ g1 i. Q; j8 S* p3 C7 F3 J- <cate> 7& X6 N, ^" L8 V F
- <effectdata> 0/ |' L+ h) R7 e7 \' B4 L
- name pt_yellow_short_light_02/ ?( c1 j2 b9 [7 C% B$ c. D+ J) S0 V
- unittype particle
0 y% a/ i; C( a# A9 N& K% F9 P! L# F - billboardtype camera1 i$ k* U; V# K+ ~* C
- tailstep 0 0 0 0 true
1 r# k- L t/ X# e - size 2.000000
! S2 C/ l+ T* B( K( T% u; T - texturefile Effect\monster\light01_orange#.dds* s/ ~6 ~6 I. g- L
- texturepack - k% C3 {- B! U! ]
- blendtype add( d/ S' C1 k4 T- Z: ~
- textureloop increase
1 x* k% P0 G( C - texanimtime 0
: e9 p3 I) z- Q9 p: a* } - leaftype sprite
& ~* b% Q$ Q( b: E. V% C - activestate exploderange
5 E' r; P9 J- l7 [; f% y, z - lifetime 200 200
0 l: [6 G* f x( F$ z - emitrate 30
4 g- Q5 t7 {* B( H5 h8 \ - maxelementcount 106 K" x% y0 K3 G; S, |- |3 A9 d
- addrotate 60+ M5 x% A6 X: f% \+ o3 a3 e8 ^ O$ d
- velocity 0 0% |( e d1 p* L6 |8 R* u, O
- acceleration 0.000000, n2 m* C6 b( h; l4 A! P6 F
- spawndirection 0 0 0
/ x: @) [7 f7 l A; m! c1 @+ m - gravity 0 0 0) N% X; G% k5 v& Z4 Y/ ?
- colorrange 0.000000" M9 a8 ?6 v: J. ~) e( U
- startrange 0 0.5
; @9 F# ]& W$ K& T5 G6 b - endposition 0 0 00 U5 d/ \' E+ J8 d
- particlesize 0.5 1% U9 G3 R0 W5 \- d
- followdirection false0 u/ n2 ?( g! {8 U) _ [
- spawndirabs true7 Z1 `( ]) }4 C/ M
- trianglerender false" y3 u X* W% n) {, @" X7 ~. }: s' K
- </effectdata>
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0 Q1 E& p1 Z* g P0 F- <cate> 3/ j6 D( b/ H: f2 P5 S. X7 n2 X
- <effectdata> 0
0 d0 o* z" s. R+ `2 v - name mh_EFFECT_EMBLEM_DRAGON
! C7 \8 Z/ f6 u3 O3 M3 {$ ] - unittype mesh
. {" Y3 L h6 q- v) s% y* w- F - billboardtype camera
3 N |0 [4 M/ W4 X - tailstep 0 0 0 0 false
; r3 {) }( \; _/ V. D. l - size 1.0000002 X1 L6 H2 [3 h9 O' b" P
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
1 o) z- `) W; G9 u% P - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh& N* h, [9 d' V3 i$ r7 Q5 K
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
$ B, Y7 h7 `& p% X" B& _0 Z( C$ _ - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
8 v; h5 v9 O5 ~ |* e+ L% f9 P - animlength 0! f( P& O& P3 @9 H& }0 L
- twoside true" q" @7 m+ R3 V0 f' `& X
- mesh_status 0 0.000000 0.000000 ""
* C' @/ I; g! z6 u1 v x - </effectdata>
复制代码 ' d" W+ Y2 @6 W6 B& W
, x2 S5 {7 |* n1 H$ teffectscene.02
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- <cate> 5 game
" M; ]8 G8 b* {; b' l0 a, L - # ######## EFFECT_EMBLEM_DRAGON ######### #
! C y& M) x! y( Y - <effect>
& t1 ~) |" ]4 _+ U - id 1181
* U+ e4 Z9 @7 m1 ~) A( V - name EFFECT_EMBLEM_DRAGON( l3 U, i* g9 A
- culldist 2475082071472936200000000000000000.00
, w# U0 a$ k3 I) l# t( |( P - <list>% t p6 P) V, m6 |
- res 1 sp_yellow_hand
* n4 C7 F: Z; q( B V - res 2 sp_yellow_hand
) A" [0 Y7 O1 U1 n6 y. V9 b - res 3 pt_yellow_short_light_02# J& I$ s$ `9 u: r l5 w
- res 4 pt_yellow_short_light_02
6 C& ]8 U/ l( V( i - res 5 mh_EFFECT_EMBLEM_DRAGON# F- ?9 U" P+ t0 Q* c3 D
- </list>. ~1 ]1 K" y0 X- Z+ X
- <scene>
$ ]. x0 e2 P/ w4 F9 d4 N, O( g - sceneid 1
# C1 X+ D- e; t" ^% j - name 1! z( A; S8 S& t2 j/ b% ? S: e
- <control>
2 r. r- x, N N f - unitid 1* q- R5 x- w2 p! L( U
- active true/ w; @# X! W' g3 H7 C' F
- startposition 0 0 0
* h& x* u) |3 @0 e# R: C - lifetime 0 1000
5 O0 N; B% m% `0 o& b$ r0 D - animtime 0
' I Z" i: ~% X1 s+ z - bonename "Bip01 Spine" ( Q1 Y8 b1 E {, s% R( D- a3 `5 _; N
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
- c8 m) K7 ^. B - alpha (0,0.5) (999,0.5)
) h7 n$ H$ s q' d/ ^; Y - randomstart false; |1 u+ X- G& J9 n: y0 c. O: C
- active true
) `0 z: `' v# w" f& i - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0! z+ a- |6 W. i* L y! @
- </control>8 c- u8 @7 Q5 Q1 K5 [7 l, V
- 1 a! Q- f) p) C& x& }. }/ u
- <control>
$ x/ [- W2 Q8 Y8 P& E2 x5 x$ v - unitid 2
& A7 {- s# A8 i4 g+ S - active true
3 i) O! g0 Q! W$ x {! x7 M% k - startposition 0 0 0
' O8 R& U! ~; }; H - lifetime 0 1000
5 v3 Y+ T6 F0 P% s) f- u1 l - animtime 0
/ y, ?0 Z0 S. E/ } W3 I% }+ g - bonename "Bip01 Spine"
/ B/ b# u* |: Z# {5 i/ o - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
- B3 l. E% j" B% v m" B9 O - alpha (0,0.5) (999,0.5) 6 K- y) F' F P
- randomstart false: k$ w8 ~! Q$ [! G7 [0 M
- active true
& s8 F! K6 c/ L4 r, C# P - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0& l4 N# Q+ r3 G
- </control>( i) z* H/ g7 U: m& }1 K
1 ^: F6 E" F* R2 H- <control>
0 ]; `% v' K% J# q$ l; ~; V - unitid 3
: \) v' n6 m* x, v" Y - active true
" ?' {; Z0 C ~3 z" h* T2 p. b - startposition 0 0 0
" i e; S6 S& Y* ^ - lifetime 0 1000
5 P' F4 a" v+ \ - animtime 0
$ X6 X, |7 H" _ - bonename "Bip01 Spine"
5 b$ s) ~5 k1 V% M0 }( \) A - scale (0,0.5,0.5,0.5) (999,0,0,0)
+ L. `1 Z: ^6 _) k; G - alpha (0,0.5) (999,0.5)
8 |2 n5 P9 ~4 }# s& g* m - randomstart false
/ H T( b9 L9 u0 {+ E. e. z. t8 e9 } - active true9 W1 w1 p. b- {. ?3 | V
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
0 H/ Y7 K) L: F: r& l% z - </control>3 ?" W: z, A. u6 t
- & @" Z7 G3 r: G+ c# d6 v2 U
- <control>( B7 a" D0 v# e; w. ~1 J
- unitid 4
5 j) d% {( [% F% [: _4 U - active true: E; J! @# s3 ?# T' F* r
- startposition 0 0 0
3 e! T& n5 ?( N - lifetime 0 1000/ I3 \2 n5 Y% _+ X0 i7 A
- animtime 0) j: U7 U5 x, X! n
- bonename "Bip01 Spine"
7 i0 E/ H% r8 H T) l( J - scale (0,0.5,0.5,0.5) (999,0,0,0) % @% x2 \3 Q! i2 B' T/ {
- alpha (0,0.5) (999,0.5)
% m& b4 G3 @, X# m9 Z( ] - randomstart false3 y$ I' i- ~5 }" q% ~2 O/ Z1 M
- active true
) o* ~+ u! q) z% G3 U* W# W - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0- X5 m" q# Z- r/ ?9 j
- </control>
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- <control>7 @9 M6 ~/ z( m5 J4 }; f5 w
- unitid 58 k3 |( U0 S7 L% [& I
- active true
4 ~" B! E4 _2 E9 W& S" S$ \7 ~ - startposition 0 0 0. ^* U; z, r! {, j0 L5 |
- lifetime 0 1000
+ @- ]2 T3 Q' p7 f1 b - animtime 12 o k7 `4 w3 \) B
- bonename "Bip01 Spine"
. J+ Z6 x3 L, S$ s8 S) ^4 q+ I( e7 y5 { - randomstart false" a' p' V8 z& ~: ~" w
- active true7 t |7 g7 Y7 Q) C7 B* q
- </control>
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: t% U6 p4 ]% Z: s+ T5 U- </scene>
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- </effect>
复制代码
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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