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图片可以任意修改替换为别的图片 2 H3 q2 Y" ~# l3 O- J0 Q2 `
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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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& y0 N) K4 Z* Yeffectdata.02" K$ X" ?9 j, J5 c: g+ H3 }
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- <cate> 1
8 P" Y; F. l4 }/ ]9 r3 O0 |+ e8 D - <effectdata> 0
" k7 b! E. @% D0 F+ a2 i - name sp_yellow_hand" J) E' u8 ~6 m4 T- u4 \
- unittype sprite
0 J2 ~3 a8 T: F& \ - billboardtype camera" k9 u$ H" _1 \8 K( D
- tailstep 20 0 0.1 600 false
9 D, K3 f8 H: Q, U - size 1.000000
2 h4 @# c g' | - backprint false
6 n' B |# @; G: t& A* Y - disort false% _5 Y& f1 d& v* K3 C" N6 Y' L
- texturefile Effect\monster\longch.dds
6 G) G& } w3 E; I5 Y, l0 G s - texturepack
* L- ?4 Q( Z" E1 k- }; x8 ]6 K - blendtype add
, a0 U3 S6 H. A) B - textureloop increase7 `9 N9 _5 S. z9 t- l" Z( B
- texanimtime 0
7 o [4 p, w' m0 [ H; m( H. x# T1 } - </effectdata># i0 G. s; D- [
9 {! l/ p+ M. a% u" ?2 F0 q' i5 E7 K' P- <cate> 7
i. F" l6 A+ [/ b/ K - <effectdata> 0* G& A$ b. F' y: O
- name pt_yellow_short_light_028 B* O& W2 o- U2 O
- unittype particle4 `$ u2 O& E* C
- billboardtype camera) h- B- G3 P/ F2 Q
- tailstep 0 0 0 0 true
! V! b7 Z$ H. }' C& E" A8 j7 G. F - size 2.000000
: U1 `! N4 c1 `9 g8 p2 N! ~. H. ? - texturefile Effect\monster\light01_orange#.dds
8 T( |2 S! j3 j n - texturepack C8 Z) }/ G4 p2 v, E
- blendtype add' Z; m$ }5 i8 w r. ^, K+ a
- textureloop increase
, c( d6 q, n9 c - texanimtime 0
* g; j- {3 D) v - leaftype sprite
4 H& F! n( c) B# w* `& T. N - activestate exploderange
6 |' t+ a7 E! `0 C - lifetime 200 200* C5 h4 E1 d9 B# S" I p- l4 x
- emitrate 30( d1 r$ P5 |* z( S
- maxelementcount 10
7 a9 C6 l9 t/ `# E$ G - addrotate 607 ~4 V3 ` e; _! z' M* Z
- velocity 0 0
" V+ Y9 i6 P U* o - acceleration 0.000000
& D$ s. m6 l6 `, a2 f; ? - spawndirection 0 0 01 F0 J, l! m- ~. P, x' A
- gravity 0 0 0
J5 G/ i+ C* ^0 T - colorrange 0.000000
" y U9 p. Z/ {& n" y - startrange 0 0.5+ p& D4 P# J- n9 t
- endposition 0 0 0/ S* l3 x0 w! j! c
- particlesize 0.5 1
3 O0 L: Q5 K# z( a0 l, f+ K - followdirection false- r, |' J |9 F
- spawndirabs true
# U. `' m* T6 U) _7 w) E" e$ \0 T - trianglerender false1 X- R. @: k& H; n: t- k
- </effectdata>
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- <cate> 35 @! k3 k3 f6 M m9 V
- <effectdata> 0+ i& `9 a8 q+ G+ j7 M1 c
- name mh_EFFECT_EMBLEM_DRAGON
+ a( x1 Z! x! B7 ?! Y- ?# ~1 n+ v - unittype mesh( E- Z6 e$ e- L3 D8 l; i" @3 y
- billboardtype camera
. J5 a- Z6 r4 Y- i/ ` - tailstep 0 0 0 0 false: [) ~, B* q# [! F8 ?$ G% o
- size 1.000000
3 n X; b7 x' q' g. s! E - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack, y3 N$ [1 r( i( D; `/ D
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh$ e' @! k c4 f) e, P' \
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
8 j$ z5 L& g8 t2 h: l- j - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel) q* p; P. q/ B. o9 l$ z, d* b: c j
- animlength 0
. @' F* [( \! L* O - twoside true, B0 \: f4 f5 H8 @- ~5 `) N8 t% V
- mesh_status 0 0.000000 0.000000 ""8 ^ L7 G) F1 s
- </effectdata>
复制代码
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3 ?! J! R, Q7 a) feffectscene.02
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- <cate> 5 game2 b- p- B4 X$ T7 Y* g4 a. ^$ n4 N# I
- # ######## EFFECT_EMBLEM_DRAGON ######### #
: z$ P7 ^& U3 B; |" b+ J% E- j0 J - <effect>
1 N( E& a8 O( z - id 11817 E, d) o. P& y* f' J/ f+ L
- name EFFECT_EMBLEM_DRAGON' _8 g% e) k0 E( d' j. m* Y
- culldist 2475082071472936200000000000000000.00) }* E$ G5 v$ u \8 t' R$ y
- <list>
- U& y1 J4 H: q0 i! z B - res 1 sp_yellow_hand
! q( q( n7 b6 ~; l. j: k( m. _ - res 2 sp_yellow_hand
) L$ ^; n% j4 k2 [. ]6 G - res 3 pt_yellow_short_light_02
|9 I0 I- ~' M3 Y3 N: ^ - res 4 pt_yellow_short_light_02$ f2 u, D% d3 c2 S6 @. {, \8 j% o
- res 5 mh_EFFECT_EMBLEM_DRAGON: k6 U) ]% G4 H. g
- </list>7 ~( ]/ O7 S/ _ q$ s
- <scene> p [3 Z; b5 y* R5 O
- sceneid 1
, H/ ^1 R3 q* S* W/ g* j - name 1
! R% X" C+ _& s( T M2 F - <control>
1 `$ U! o* ~; x% J' P - unitid 1
) S7 x5 E; `: E. j: C - active true$ y" g8 p# u& {& E# p4 X6 ]5 O
- startposition 0 0 07 k1 m, f8 E5 C' Q0 B5 t- R9 }& W
- lifetime 0 1000: R$ {& p* S0 t7 Q
- animtime 0
+ }! F; m% O" p4 U - bonename "Bip01 Spine"
# x! K) G$ a" ?# E; q - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ~, e6 c" E" X/ a3 ?
- alpha (0,0.5) (999,0.5)
: E* }8 ~" }# C$ y {" v5 h( F - randomstart false
. }4 ]( `8 o- `0 u - active true; |. J8 I2 Z# T8 a. _) J
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
5 [: [$ y7 o# [1 Z - </control>8 {, C' T/ }) v! g, l4 c0 B; D
- 6 B6 I; u- v2 ?' b" v- n
- <control>
4 I) t) Y; o- G6 Z% A" d3 P5 p - unitid 24 o+ [' B5 D+ D; b
- active true
" v* r: x: e. l5 F. L( I& K - startposition 0 0 0
) V# q! Y" ]% h9 B1 | - lifetime 0 1000: M! m' P8 n0 i% [6 q! K' ^
- animtime 0
4 i! f, r3 k5 c0 M( r - bonename "Bip01 Spine" ) s4 q7 u6 }9 g- I- J
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ' [2 R6 _& u# M$ z
- alpha (0,0.5) (999,0.5)
7 a/ L: X/ d0 w0 v, ]+ f - randomstart false) y! n) M9 f- a Y7 ^
- active true6 r5 ^9 I; H& h% {
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
+ a) `& E5 L: T7 W, x- A - </control>
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$ m- i6 q8 C" N+ T- <control>% Y; N# q6 X2 R
- unitid 36 B9 P. o( x# w
- active true
# e% p& z/ s+ o. @. R9 [ - startposition 0 0 0
% O: h2 o* g9 e4 \5 ?5 _' }9 o - lifetime 0 1000
$ D( h; \9 M c1 _ - animtime 0
/ u- D% b7 A2 w! _8 Z( d - bonename "Bip01 Spine" ( k3 n. A1 M, ^8 R5 u8 ?$ i9 C
- scale (0,0.5,0.5,0.5) (999,0,0,0)
1 L8 L1 D0 j4 c7 ]% j4 g7 q9 _6 y - alpha (0,0.5) (999,0.5)
; q+ Y, e; T( ?* e; W - randomstart false
6 x$ J) Z- e5 [3 R: Q$ e - active true
( V! r8 y3 I) \& i$ L# H - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0. I$ C& J" q) ~7 ?: @
- </control>; w5 G. e% F& _+ N8 m
, b. l* v6 z* v- <control>; x: W+ p- u6 _4 B6 k" h
- unitid 4
1 M" p" F; B. p: z3 ]" J! I& q - active true W# G C+ W+ s M% s- I
- startposition 0 0 0
- S! I, S) Y) e9 t4 _: L6 s2 a - lifetime 0 10004 W: U/ d R( l! c7 z( ]
- animtime 08 @7 t% r1 N" b' R7 P0 ]# f f
- bonename "Bip01 Spine" ' ~& x$ Q' L- v) m6 b2 A% }
- scale (0,0.5,0.5,0.5) (999,0,0,0) ( F: \6 m8 W. `
- alpha (0,0.5) (999,0.5) . i& `9 V, q' a9 I d; O
- randomstart false4 v+ e% L. Z8 V
- active true
. i+ T9 i" |' p9 \9 Z7 u) @2 j: ` - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0 c5 ^! V, }' N9 I
- </control>; q7 a# E+ _9 V, y
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- <control>
, R! u2 Q/ P$ L! v - unitid 5
) p) W/ A) `& j. G7 y - active true3 B7 x# _0 n# R, w/ \' |# u
- startposition 0 0 0- \/ Q9 M! L2 P. F$ d4 o
- lifetime 0 1000
) u0 s( T/ N" D - animtime 1* ?) d( l/ h! N1 r
- bonename "Bip01 Spine"
0 m7 V$ R& x5 M- T& A( `2 `* c - randomstart false5 \( {8 b! D' W& A' z$ l
- active true
9 m% y7 e! Q0 |( q% h; j, T - </control>5 F! q" A3 s9 C; g. n! ?: k
- 0 r& p: C& b4 @0 U( b& I" p
- </scene>% O+ r& B8 c+ v$ d; B
2 J; B& x$ m) p9 D" e- </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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