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* ?6 K* ^/ \ t7 K6 k图片可以任意修改替换为别的图片 ' \% p, s5 A1 _* U8 K
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4 ~6 w& m& r! W4 C: d4 N注意下面代码不要直接替换 这个是需要手动增加进去的, J5 Q6 F: W' \" x& v
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effectdata.02' k* e( q* V6 I/ D
1 _6 k# _1 C& d. s* g! n) o- <cate> 1/ x( d5 C8 \' ^* g& K# x# V! F8 s
- <effectdata> 0% K q& R H" D6 r+ U5 B
- name sp_yellow_hand+ J$ P( L1 ?8 F4 V
- unittype sprite
3 V$ M7 G3 W$ K# L7 }$ V; A1 t- {" i - billboardtype camera0 W/ B, k2 Y; P+ @/ {; P8 a
- tailstep 20 0 0.1 600 false+ W4 k" {% k8 V6 ?! l, F
- size 1.000000
6 k% C4 d) j, q) b, w+ X# X - backprint false: s" T+ r% P k! O3 S) k
- disort false+ @) ?+ I8 R6 N1 Y. O+ |3 J. r9 t
- texturefile Effect\monster\longch.dds1 D$ j' b$ W: [1 S- c3 Q
- texturepack S% P6 z4 }) p/ g. r* {2 f ]2 j
- blendtype add
% n3 B+ H$ g6 N' h7 k6 Q- Q) x - textureloop increase
' V9 O6 a, ?( z* l! P - texanimtime 0
0 U5 \6 _/ H7 ^2 _8 R3 w - </effectdata>
, ] l- I, i& g, i- R. G - ' E' }3 A+ ?; D4 z7 i+ c2 \
- <cate> 7* p( e j+ y( ^
- <effectdata> 06 j. f8 X0 n' H1 s1 g
- name pt_yellow_short_light_02
9 W- [6 l" @! E4 T4 A5 g9 M - unittype particle
" P1 ]! k+ G: N - billboardtype camera
L8 M2 C# }! B2 h - tailstep 0 0 0 0 true& Y; W+ T2 [) @" W
- size 2.000000
6 ^! t( k% b( t% d) W* x" b - texturefile Effect\monster\light01_orange#.dds& s0 d l& f* j/ ?6 m9 U' G
- texturepack 0 u4 c: i' g- Y8 \" {
- blendtype add
( G2 K7 ^) H6 q6 s+ @9 P - textureloop increase
* r# s4 u" J: [3 h7 |! K - texanimtime 0. p; g, w: t; Y$ u
- leaftype sprite
1 N; W5 Z( S. J% m' A - activestate exploderange4 j1 L. ?1 c, \" W6 p2 }
- lifetime 200 200
2 S& c; d5 a+ K2 x w% d) k - emitrate 30
! H! f! c: o, g- e% t+ [1 o - maxelementcount 10
4 o) C$ y" Q& O/ w8 r - addrotate 60
+ l% a7 ` t/ t9 n" e9 u - velocity 0 0& B2 A4 R* {# c) Q+ l. a4 P
- acceleration 0.0000006 k! S0 t! [4 A; L
- spawndirection 0 0 0
1 X5 s0 x& y. K7 H4 @* \3 X( | - gravity 0 0 0+ C* K6 {# S* j
- colorrange 0.000000
$ M/ p3 G$ \/ } |6 B& w - startrange 0 0.54 B$ b" T+ x i$ t8 E' E
- endposition 0 0 0% ?; C/ R( R/ d8 J0 }& c H8 H
- particlesize 0.5 1
5 ?8 s4 |% [$ Y6 }( a - followdirection false
" O) o i( r& J: _; u4 p" x& L - spawndirabs true# V( r! b. [- g
- trianglerender false) I1 P9 n" i6 o! _4 u/ F
- </effectdata>" _& E) j/ ~* L$ _! Y
- + J+ L6 g/ L* d' R: f& K3 x6 N
- <cate> 39 @6 L: o; l3 n; f
- <effectdata> 0
" A5 f2 G4 c% |# M4 i - name mh_EFFECT_EMBLEM_DRAGON
0 p0 p( Z G; X% [. C - unittype mesh
4 K" ]7 u! I1 d: Z0 B- N - billboardtype camera
x: p9 C6 O9 J) p1 I$ n5 ] - tailstep 0 0 0 0 false+ m( v$ |5 w @
- size 1.0000008 d/ K) Q& l1 k# u
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
1 r- J1 S6 R" s- V2 A - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
+ x8 V# X% r* F8 u3 D - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim* x# q. g/ |: u
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
9 A7 s1 y! c3 W - animlength 0% ?3 |& D% T" A# [# Z
- twoside true' D$ W7 I! l& u1 _* T8 _; b( }
- mesh_status 0 0.000000 0.000000 ""
$ [ W6 a) u- i" K1 X! N - </effectdata>
复制代码
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effectscene.02
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$ h& s7 ~6 ?6 s8 R3 z1 C2 e" w+ p- <cate> 5 game
. f* @/ _+ }$ s+ J: ?8 ?/ T3 \ - # ######## EFFECT_EMBLEM_DRAGON ######### #
2 L! Q* k( b; r* e- q - <effect>! X' S2 Y3 p @5 | G- [6 V* o
- id 11817 ~4 O& B2 W V2 X
- name EFFECT_EMBLEM_DRAGON
- q; K; n$ T, G! ? - culldist 2475082071472936200000000000000000.00
$ Z; ^* a9 S1 i; i+ ` - <list>
) o* C9 c& K) H) Z$ k$ G - res 1 sp_yellow_hand
m% L6 |" O2 T; ^- r$ E - res 2 sp_yellow_hand
4 J3 w/ u3 T# V/ D6 J - res 3 pt_yellow_short_light_020 R- }, k4 f3 d+ r
- res 4 pt_yellow_short_light_028 r( K( @% i0 _1 B
- res 5 mh_EFFECT_EMBLEM_DRAGON9 q5 v' p6 d# B
- </list>
" ?/ @) O: M' x B6 H - <scene>
" r8 G' g3 g9 h4 e: F N1 o* i - sceneid 1
# D# U1 L" Y. x1 D+ H8 | - name 1
- i( [9 a0 h7 m( c m$ g - <control>
) n8 i3 y. W* b7 m2 [* V - unitid 1
$ H/ u6 O# C2 o1 q$ ^ - active true6 Z+ _. C2 R* c2 r$ ]" Z, V. e
- startposition 0 0 09 r2 }% q; A% l; @) ?
- lifetime 0 1000
# H8 f* T, `. E! s4 S' j - animtime 0
, ^7 H# X. u O3 i- R' e& z - bonename "Bip01 Spine" / I6 z5 N8 v' [+ O
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
- M. u, ]% X& T2 B' q7 t - alpha (0,0.5) (999,0.5)
0 L' _; u! S: b% K# |, o - randomstart false
4 U6 U- O: F; n7 P% J - active true
# H1 t8 I' l- f8 w8 c- X0 ^+ ] - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 00 [0 g3 G# t. w$ @6 o
- </control>
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0 O c! o) ?2 l* J/ z! j- <control>
% c/ C# f8 A0 m% ^! ^ - unitid 2& j# q& I, A" J6 y5 Q3 o) V
- active true
. [ w" _# q( M5 |9 s; A8 p - startposition 0 0 06 G' |: q3 q7 t+ H$ j+ A' [
- lifetime 0 1000! z6 R) A+ p; T! ^" m# y. e+ K
- animtime 0
; T6 a" b; \7 X - bonename "Bip01 Spine" ! q8 o) q7 `2 B4 x8 R
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
3 T3 J4 \9 p b) V - alpha (0,0.5) (999,0.5)
; o3 S! x2 d; L8 F8 A - randomstart false
2 J0 K1 x9 M, b2 Z- s7 I0 M! x - active true
2 g9 t" V$ [5 E4 ] Z - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
. @" r! Z& {! t( q1 Q+ ~: T6 J) C - </control>
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9 t! r4 K% M3 o( ~- <control>
/ o$ x& j, l% L% \" C N0 C - unitid 3' p0 C; f a5 ^3 R/ |
- active true
( M1 R" b. x4 ^$ i2 W# P( | - startposition 0 0 06 E, H0 y6 ~' i: t
- lifetime 0 1000; d8 H" |5 Z9 A7 [+ f/ K! ?5 {
- animtime 0
$ ?- m' t! u( C5 _* _) c& k - bonename "Bip01 Spine" 8 `- d `( H0 Z# @! b' Q
- scale (0,0.5,0.5,0.5) (999,0,0,0)
) D2 S$ S0 p( _ - alpha (0,0.5) (999,0.5)
, f3 C& l; n3 M; R. C; ~ - randomstart false, Z% A+ b' M# y; d3 R" x5 n6 c- F
- active true# a0 X0 W9 |- }% x$ d! @
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
q9 p! C( I! W1 ~# S - </control>
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0 O0 `, C7 F# u8 r7 P( D- <control>
3 x, B; K8 J9 J4 ^0 ^- N - unitid 4: |# l+ ~( F" F. F
- active true. t7 H9 p+ U( k) r/ N+ n. n3 {8 W
- startposition 0 0 0- d( e* @. w) x$ ?$ |5 d! \
- lifetime 0 1000- Y1 W f: V3 a/ }
- animtime 0
" s3 k% L9 N# R) D - bonename "Bip01 Spine"
- L+ }. x. S% p, S1 K2 w" v - scale (0,0.5,0.5,0.5) (999,0,0,0)
. w* K# L# M8 } - alpha (0,0.5) (999,0.5) " X0 N& J! S+ ]# ?
- randomstart false
, v) F% g8 y3 N - active true
- Q `2 i4 b- U$ t' Y - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 00 u& }. a2 m) ?5 H2 r2 {- b- R
- </control>' W4 g3 P- q+ w" A7 B2 h- I& B* L) t
' ^5 n s R5 |" F5 h- <control>
% y7 I9 A- X+ S& s, k2 ^ - unitid 5
5 K+ b7 I8 M. ^& ~6 s - active true2 _4 \' O) M+ H7 L# f+ m& E2 q: l
- startposition 0 0 00 A& V8 a1 S5 S
- lifetime 0 1000
7 i/ ]3 c/ b t. C* H9 Z - animtime 1. i% @0 _! O$ V& v7 R' e/ S
- bonename "Bip01 Spine" 6 P7 [4 y( _; R5 [# G8 U- `
- randomstart false
' C) V( N2 u/ n. t - active true
: q) e* H A8 u8 c a* i* x- p - </control>
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- </scene>5 _7 v9 M, R+ t! U
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- </effect>
复制代码 : X7 ^/ A* K$ n3 f* X9 h, W4 K
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特效.zip
(408.85 KB, 下载次数: 0, 售价: 10 贡献)
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