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: t/ G: n0 N& P$ r7 _9 M% Q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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effectdata.02. ~4 m2 N; s$ _5 e
9 U& ^5 t% [; ^" O3 f/ H- <cate> 1
3 q2 f9 W; @2 v9 x$ P; n+ M1 N - <effectdata> 0
0 V; m$ N* q: |4 ]8 _ - name sp_yellow_hand1 D. Q- `) J0 f8 B4 C. q
- unittype sprite
9 P: e' e0 N/ F - billboardtype camera
- M' v# p: o; k! f; b - tailstep 20 0 0.1 600 false. S0 f# K/ m: z4 e& M# G- L
- size 1.000000
7 J4 X; b% C4 g" I - backprint false5 q+ D8 S" U/ t+ O+ t4 O
- disort false9 Z- ^) ~9 }. M" ^ t2 F
- texturefile Effect\monster\longch.dds
6 o7 K9 t' r3 X! Q9 e - texturepack
& K$ n8 J/ L3 [ - blendtype add
8 H# y. N: Q/ e' Z; A - textureloop increase
+ r3 g( y4 ^8 f/ X - texanimtime 0
. X$ I0 h3 ]2 f! U# ~( L0 [# h" g - </effectdata>' _/ ]9 e8 z( D; c! g* k0 e" u+ a& m% C
4 ^5 ^+ s) H2 \, V D- <cate> 77 y: n4 N6 y, z0 ]" b2 f
- <effectdata> 0$ \7 r* `" A5 V- u' b. D: K& m
- name pt_yellow_short_light_02
) A" g4 a4 q5 @4 m+ C3 d' ]5 d6 d; a - unittype particle1 b: h O. E/ N; d# d
- billboardtype camera( a0 ]# J0 S0 [, g3 t
- tailstep 0 0 0 0 true
, X; [: v' A/ B1 W0 A1 Q - size 2.000000
9 o) o% o% _0 `( k! \8 d - texturefile Effect\monster\light01_orange#.dds
6 V+ o3 q$ S: X8 U- } - texturepack " r) m: R4 F8 q% e' }$ y
- blendtype add+ e& D7 y! |( q' v! I1 }& Y
- textureloop increase/ F1 v: j/ X$ E& R% @ e. Z- c# ]
- texanimtime 0
9 ?, s* M5 V1 n0 z3 ?, q - leaftype sprite, N8 z# E4 N% J4 ]- N8 ] w
- activestate exploderange
9 i( h. f; O- B& ~2 W - lifetime 200 200" V$ `" d9 V! j6 e! @
- emitrate 30 \4 \! U4 F! K3 c8 b9 s' p
- maxelementcount 10
$ V9 T- }+ M* U* _) ]. t - addrotate 60
' K4 c# F: X* U, E5 @" x - velocity 0 0( p$ [0 Z+ c$ t
- acceleration 0.000000* h" Q- ?& |, Z6 j
- spawndirection 0 0 0- i: J$ D5 a/ v% t
- gravity 0 0 0
% V% ]) P( O: c+ ` - colorrange 0.000000
4 b( c4 M3 \6 H6 g - startrange 0 0.57 K9 `/ ~, x0 A6 n: z
- endposition 0 0 0! _7 l3 X ~2 U; l; ?, R0 ]
- particlesize 0.5 1
0 B0 r, K2 W% y" `; F - followdirection false
2 z3 D% r, {1 D* [! h# V; n - spawndirabs true' I5 P8 m; P- E2 s) E9 A& I
- trianglerender false
( h9 k8 W0 L4 W - </effectdata>3 _: u" I8 a% b3 y
- ' e, }& C3 x7 M) [! U7 K
- <cate> 3
! H9 r- J# u5 f7 U3 q; G - <effectdata> 0! r2 s. N _$ X, F
- name mh_EFFECT_EMBLEM_DRAGON1 t' J: E+ ~ t( ]
- unittype mesh# z) E- {9 E" Q5 J; ?
- billboardtype camera7 {. s$ \ n# H' Q
- tailstep 0 0 0 0 false# D% |1 Q& o# ` R
- size 1.000000( q: \" W" ]" o1 w F, S
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack8 s, T( P/ d3 P& I7 V+ L
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
+ M7 C: e0 H& \% G6 r - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim- H4 D6 t$ u+ c4 P Z3 w
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel- C Z+ k* c* U1 o9 {6 e
- animlength 04 N; @& \. P0 a1 Z% k4 B! K
- twoside true5 {0 G& p; M" X9 T- b
- mesh_status 0 0.000000 0.000000 ""
& E, c6 L, ^' R5 K" ^# j - </effectdata>
复制代码
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effectscene.020 c( q9 b6 t. X
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- <cate> 5 game
. J! J8 G2 z; y - # ######## EFFECT_EMBLEM_DRAGON ######### #
# n z' |. t1 Q: D' P9 c - <effect>
2 g( G" H" i$ G7 ~6 d - id 11814 k! h3 h# v- `( F' F9 L1 Z% h; h
- name EFFECT_EMBLEM_DRAGON
+ d+ L6 a0 w. t. P1 P' m0 x8 A/ f1 X - culldist 2475082071472936200000000000000000.00" V; U6 t- Z8 ~. s5 E5 e0 a7 A
- <list>& e& v3 A/ ]2 e5 }& D2 [& X' Y
- res 1 sp_yellow_hand0 @5 f* s' n( o! S) S% u# E
- res 2 sp_yellow_hand+ K: U' U' F; x& X4 Z! u
- res 3 pt_yellow_short_light_02
) Y; X$ a0 U* F/ d3 Y3 }9 x - res 4 pt_yellow_short_light_02
$ F/ T2 \, u! [9 [6 I3 h - res 5 mh_EFFECT_EMBLEM_DRAGON
! @# p5 K" _3 v8 [0 K# I - </list>
4 ^; e4 a# p( G - <scene>
9 E$ H! o7 e) U0 w - sceneid 1- c' K, h* o9 h/ E$ f5 h- ~# U1 h+ s
- name 1
: y& V( @* o6 x; \% ? - <control>
{! b8 c- Y' D# q# J% X - unitid 1
# W, ~* T4 c3 H9 D4 o1 s$ a, g1 ~ - active true
/ W( u4 ]' u c' Y S - startposition 0 0 0
8 J* F- u. _8 A- ^& h - lifetime 0 1000, a* |- V+ d* _' t3 }( x
- animtime 0& k+ S! `7 g$ _. f) S# e
- bonename "Bip01 Spine"
/ |+ G0 c2 d. {7 \$ O# U+ U - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
0 p! R4 E, h+ p8 b6 N b9 K& x6 s - alpha (0,0.5) (999,0.5) . R- g# m! w( k
- randomstart false% t! A7 a3 e6 X( W: Z9 m9 P
- active true
4 Z) k) M) K( W0 V! @. l- Y& P - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 02 @9 d Z9 `! d# Z- u
- </control>
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- <control>2 G% b) P0 f( e8 o( `4 p: }% a" y- g2 S
- unitid 2
0 T6 j: H: p2 z: u; i8 l- s* q - active true2 v" E9 p: |5 t: \
- startposition 0 0 05 z$ I* Z* P1 L
- lifetime 0 1000
- E2 ?0 s" K5 I5 K - animtime 03 [2 W1 H7 Y b! B( c9 ~
- bonename "Bip01 Spine" 0 V0 L ?! Z/ E" N" |
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 9 C( {2 P1 M6 T3 S3 w
- alpha (0,0.5) (999,0.5)
6 w2 @& J# R- U' D* O' c - randomstart false
7 s: \. z- J, z* {4 i9 ^ - active true
- D+ Y7 U- O T) T* g - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
% [( X5 i9 w2 U" c. @ - </control>
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6 H4 ]- z& }+ D v% j; t& P* B- <control>
- s' Z6 x: b3 \: k; z - unitid 3
/ D8 c( f4 Q" f) O3 D+ K - active true
$ N+ s% G8 w: P/ o& ?9 f0 D - startposition 0 0 04 n0 T1 v/ f" }$ M2 }. ?
- lifetime 0 10006 A' o0 b3 C% u& d
- animtime 00 E* S6 D' d2 `' x. O
- bonename "Bip01 Spine"
: g/ l: Y$ X& _ - scale (0,0.5,0.5,0.5) (999,0,0,0)
4 a6 @4 a0 s) \' o4 {' e* `3 l - alpha (0,0.5) (999,0.5)
4 b3 I- y( S9 F- x( c3 E - randomstart false2 u2 K* E+ b" Y8 f
- active true
9 }1 @; C% F D6 K5 i' { m$ ? - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 05 c6 U- h* G7 K& Q5 j9 {$ M
- </control>
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- <control>
' k# b% d6 f% @7 B - unitid 45 n' L) H9 B. @+ V
- active true
; p4 k6 k. P+ S5 s6 r0 q& B0 ?; T - startposition 0 0 0* I+ X2 _. {8 Y
- lifetime 0 10009 L; V5 }$ V4 h0 L- J2 M
- animtime 0* A4 T2 W+ S, @2 _( Y* H
- bonename "Bip01 Spine"
' R& g' L) c2 [. E - scale (0,0.5,0.5,0.5) (999,0,0,0)
3 l$ Q$ i% K' i0 j9 H - alpha (0,0.5) (999,0.5)
2 {; c6 n$ W& G+ I2 c. u% [ - randomstart false
9 Q6 R) U- z2 L) J8 s8 O% T5 m - active true& S4 ]/ L, p" p) c5 M
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 07 _9 k! D! H7 }. ^
- </control>- C' k# n$ ?* d2 B/ N3 c- f! a
) }6 |( F4 O l8 T. K+ P- <control>
2 u/ A' h% `4 F+ D+ X. N4 C - unitid 50 }6 e4 b) n1 j2 z
- active true
. ]( k6 t) y0 x, T n4 g1 ~& S - startposition 0 0 0
+ O+ d" J3 I0 M/ O. o - lifetime 0 1000
/ y- n' G5 |" }$ ?, ] - animtime 1
' R5 `9 b9 r" \, S - bonename "Bip01 Spine"
/ Q$ H: {! V [9 u, H - randomstart false
3 s- D; H' Y } - active true
/ ~- A, F* K8 D: @& t - </control>! Y' Q; J8 n8 Y! y5 w- @# z- Q
- 5 ^. w( Z3 l/ u2 f! @, G' b" O
- </scene>+ i% e; ^- [* I; _# s; K- F
- & @+ F0 \+ a) F5 y; V
- </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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