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I6 s* e: d3 S$ \5 Y7 @& K图片可以任意修改替换为别的图片 1 W8 W# P; l% R8 V, I' q- 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
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- <cate> 19 i7 e/ M3 G2 Q) t ]* [* z
- <effectdata> 0
. j6 Z7 P5 ?4 q5 h3 b2 I - name sp_yellow_hand/ h1 i6 C4 \- D2 ^
- unittype sprite% p+ ^' N1 O, C4 s
- billboardtype camera
, X, ]6 U4 i/ ?9 e - tailstep 20 0 0.1 600 false/ b& i' X, X1 c0 S$ Z) t) G. j' ?9 C
- size 1.000000
& M$ k3 J; @ H. R) t0 U - backprint false
# `1 u( m* `% _" ~ - disort false
m3 g4 x$ a4 t0 o% ~+ T, @6 {" ]) ] - texturefile Effect\monster\longch.dds
|+ D0 |4 `$ S( e, i# I. ~ - texturepack
+ q3 d7 u: ~; ` - blendtype add# |+ v8 y4 C$ f2 Z& E
- textureloop increase% T! ~0 j; y9 i' z: \; J+ a
- texanimtime 0
" e; W- O4 X. \5 s) [: q; h+ L# B - </effectdata>
+ B) y4 w$ }4 s% @$ h - 8 E) I# P7 i4 X" D
- <cate> 7
5 V) v. H% v$ { t, a - <effectdata> 0
: {' I+ ]5 R2 h1 Y - name pt_yellow_short_light_02; h2 m: @7 I6 Z1 s4 U, w2 {
- unittype particle
& r4 j F. I" d! g9 b" w ^( F - billboardtype camera
* e! \0 {- S2 s& t: p! B - tailstep 0 0 0 0 true
+ k% L$ z6 i! s' f$ Z - size 2.0000005 I4 T( \' w5 u; d; C8 s
- texturefile Effect\monster\light01_orange#.dds8 G% u* E9 f9 Y% l0 P4 f$ U4 \/ s
- texturepack " s3 W" U' \$ j- l, G/ D
- blendtype add& ?7 m, ^& F2 I' B! K
- textureloop increase1 o" b! L8 Q9 @7 v3 a
- texanimtime 0$ }- }7 S- d9 X+ j
- leaftype sprite
( ? r0 I; f% W# B - activestate exploderange
7 J$ n# p3 Q+ F$ R. l3 q - lifetime 200 200
5 r; m1 x2 [( I. I1 ? - emitrate 30. D* E) p: j$ n' h( d! H
- maxelementcount 10, B u9 l+ H% g' w) N7 E! I5 X
- addrotate 60 h4 i# X$ }- M& ]& N. _; L0 ~" }7 Q6 o( `
- velocity 0 03 q4 g& q8 T, Y; U& l' v
- acceleration 0.000000
1 P% c- X; A$ s+ n3 L- N - spawndirection 0 0 0
* ]. G' u3 R& r - gravity 0 0 0
& L) Z; x: W9 H1 P3 N - colorrange 0.000000
0 O& J% v d& m3 L' | - startrange 0 0.5
5 \5 e; u+ G) D - endposition 0 0 01 @- _4 {6 W. w% n f
- particlesize 0.5 1
5 W8 ]4 O$ U- l8 H - followdirection false9 ^+ h0 ~/ f5 U, x6 v3 n
- spawndirabs true/ B' ]1 L5 U. d7 [# p; E& F I9 J
- trianglerender false% l, U3 U* m9 S5 s( G$ Z3 ]" G/ D1 C
- </effectdata>
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- <cate> 37 o5 \3 x4 m& M$ b+ U) z
- <effectdata> 0
+ ~+ i0 q9 t0 \0 L7 u# J' \ - name mh_EFFECT_EMBLEM_DRAGON) b+ H. n1 w6 S: p
- unittype mesh
7 X, w' `$ T' k" m( l! f3 ?3 q: M; m - billboardtype camera
8 L0 ~) X" E8 @; Z' ~- r- l - tailstep 0 0 0 0 false% }( \" [5 [& g* P. b
- size 1.0000009 X- o# p- ]8 _4 N/ L* V, C9 o
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack2 l% A4 ]" n' q t. y! J
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh- ` Y! ^7 k" O# z4 B5 S" c/ ~4 I
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
$ } `! B! i6 u: }4 m0 V, _ - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
$ p, V8 k9 P! d' `0 G. u t - animlength 0, y) z( w# T/ {$ K: N
- twoside true
, @( }3 t, }) x - mesh_status 0 0.000000 0.000000 ""; j6 Y1 g! N, P. p# ^$ o% P# Y/ G
- </effectdata>
复制代码 1 D- `2 s, \3 ~/ e/ |9 @
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effectscene.02$ D4 D" z6 Y$ Z! E
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- <cate> 5 game
# Q' G1 Q! \: n6 |3 M" }( J - # ######## EFFECT_EMBLEM_DRAGON ######### #0 j5 G8 [* h1 h4 [) y0 x+ Q
- <effect>
/ n. s: I+ n1 R- m/ v9 U- y - id 1181
* o& g, T( i4 n3 u - name EFFECT_EMBLEM_DRAGON* x/ P h4 k. i d3 K6 x3 s$ p
- culldist 2475082071472936200000000000000000.00
' J {7 w7 c# G1 d - <list>
7 S0 J w5 V! u0 W1 O - res 1 sp_yellow_hand5 d# p1 l. Q6 j0 X
- res 2 sp_yellow_hand$ ]! r, U% F8 M
- res 3 pt_yellow_short_light_02# S" v' |7 E7 b; ^! I
- res 4 pt_yellow_short_light_028 S4 Q# p; | w( s: T* j
- res 5 mh_EFFECT_EMBLEM_DRAGON5 w: | v5 }9 f% R. a
- </list>3 L8 c; H$ T: A" ~2 s% b
- <scene>6 j- x. n! ]& f
- sceneid 1
) P9 ?8 J( o' |8 w( ]1 j# s - name 1
, g) E9 N5 a+ d) W0 q8 H5 K - <control>+ ]7 e5 D) H; k$ D4 p
- unitid 1
3 T5 J8 @9 s1 D1 ^ - active true
% Z0 u/ e" v# M- Z; m - startposition 0 0 0
7 R; |6 ?3 i/ I& I% C$ B - lifetime 0 1000
% }- J; R7 q! X( W. ^ - animtime 0+ ?8 r( J7 {. t T! d. Z/ M- x8 e+ O
- bonename "Bip01 Spine"
! a8 y, z Q: l% P8 { - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
" Q! J: x) y- j5 A- P* s( Y - alpha (0,0.5) (999,0.5) . U6 |* c! _! ?2 j, L8 h
- randomstart false
$ ?7 |. f/ I8 T1 E+ F- `0 O - active true8 Q- s& X( r9 M* K5 L' Q
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 01 {& o; H4 J$ x
- </control>
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- <control>
3 J5 T: p: S+ t% m - unitid 2% n! W. B8 @1 r
- active true' y( z4 U& {) c+ Q4 g7 d
- startposition 0 0 0
2 P2 b) [- N1 I& G: x V - lifetime 0 1000
3 @7 }/ y! b. ?/ x - animtime 0
- H+ q: k: @+ N( ~2 ~! A! I - bonename "Bip01 Spine"
, s2 v3 q- N( M# o: e! I0 J1 g - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 7 S" b0 K6 K% v! y* Z9 s
- alpha (0,0.5) (999,0.5)
& I% ^ G1 ^0 C- W2 \# i# [! i: w - randomstart false
9 G) t; X/ R( I, a2 ?" g5 P9 C - active true% t% g! N- ]7 Y( S; Q
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0( T) }5 T# h7 j# a5 A
- </control>0 m& B1 [; j5 y
* b5 \# ?4 S5 d/ p$ S. a- <control>" w7 Z2 ], E H7 n6 w
- unitid 3
/ w: Q! _8 ^/ j - active true
+ ]8 ~7 q' J# p3 Y6 K - startposition 0 0 02 k( d3 k- [* a2 b, ?2 Z0 x! v6 \) J
- lifetime 0 10002 U' X4 l* T3 b- V' ]) T' i
- animtime 07 i# U9 E# p% m
- bonename "Bip01 Spine"
; u6 S/ k" S/ _4 \5 Z3 h: M - scale (0,0.5,0.5,0.5) (999,0,0,0) 6 R+ ^6 R4 V" h1 f. Q, Y4 O' {* v
- alpha (0,0.5) (999,0.5)
8 a+ @' L# y( I$ L0 Y3 l- ~ - randomstart false
2 D! ` u$ v* `) ^4 w" {1 P - active true
1 b! x' C! R) N% X - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
2 g$ t2 B/ g( K4 j e3 M/ O - </control>
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! h9 o7 Z0 z2 n# ?- <control>% T7 ]* I7 B* V9 d
- unitid 42 Y$ l- e1 k# n; w
- active true
5 j% k9 S4 k9 b7 I! U - startposition 0 0 05 x0 Q& L' `; z& X! ^ c& }
- lifetime 0 1000
; x% i+ g/ t+ ~3 x% s - animtime 0/ s' S: V$ |. O3 m
- bonename "Bip01 Spine" : E% c: L1 V) X7 W+ q
- scale (0,0.5,0.5,0.5) (999,0,0,0) ' W; v" Y' g9 h! O5 i+ Y! b
- alpha (0,0.5) (999,0.5)
, |$ L G6 W7 M6 w+ L. F* Y! O - randomstart false
# ]' ?+ k. |' m. W - active true. d* ~8 T! U5 c. C! w
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 08 W7 _3 d B% X9 _8 \5 G) ]" L* V
- </control>$ C, t4 o! U( C6 Q4 f& t" o
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- <control>
. }( K" m- X! ]* h" ?8 ^ - unitid 5
% a+ c/ S* H2 |' b+ |# h1 z* Z - active true8 Q# [$ |4 `; `5 Z# q
- startposition 0 0 0
) D7 Z' U1 X7 m$ u: L5 ]+ h) p4 Y - lifetime 0 1000) M3 i( e! H2 a, d, P) ?% X
- animtime 1
) m/ ^) v! s) E2 a - bonename "Bip01 Spine"
3 n( t3 J, B& t6 x' r" P - randomstart false: }+ A3 a( j& q% [2 A S; I
- active true; D( x' j% l, P) F. s( @' d+ U
- </control>
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1 w; G \3 ?4 ^$ q- </scene>
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- D$ C5 w( R: N$ K+ i. C7 O& G- </effect>
复制代码 6 q+ v3 D+ I# ^) L$ [
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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