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图片可以任意修改替换为别的图片
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4 x& a$ c: V8 o6 ?# u, X注意下面代码不要直接替换 这个是需要手动增加进去的, E4 b: ^! h" i# c+ t
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) i- k0 J9 `+ ]& V) Teffectdata.02
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9 H& C5 ]9 P- p7 |- <cate> 1( a% c5 J* S5 V7 R+ g/ h
- <effectdata> 0! V$ q3 d' [) C# L/ I
- name sp_yellow_hand
5 Z- _8 P3 a2 @) q - unittype sprite
5 S ?* ?5 E+ c H8 N( E: _, M - billboardtype camera( y4 Q0 u1 K& Q; B; Z3 T2 r
- tailstep 20 0 0.1 600 false
8 M7 O: T- B/ m @2 b( T - size 1.0000007 F; ?7 ?7 F8 b0 z8 v
- backprint false+ i( u9 k7 r5 D% b/ ^1 D; S
- disort false( y. b3 y- w' Y5 w* V9 s( I
- texturefile Effect\monster\longch.dds
1 S- C3 u4 x0 D0 z6 W - texturepack . g; d! m) i% M9 W3 x- p
- blendtype add1 z8 J& c- ?- y3 r2 F. j8 C5 h
- textureloop increase
2 n* c; o3 U, K - texanimtime 0
1 a+ }6 ~! W4 p; \) Z# O& ? - </effectdata>
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! O v+ ~' L8 }. _$ g9 |8 G& g6 m7 g- <cate> 7
0 k5 j( C# S; K, D' S4 [. J- { - <effectdata> 0
R; F! X9 I: Y3 \- ]& P - name pt_yellow_short_light_02" Z* J) Q, O- B7 |' O
- unittype particle
$ H% R" C5 X) }- O! i9 { - billboardtype camera0 M v+ j g5 v7 G5 i3 Q2 E
- tailstep 0 0 0 0 true7 x7 K6 y" a7 P) `
- size 2.000000+ W1 t: O% c) g9 h6 t
- texturefile Effect\monster\light01_orange#.dds
0 \9 g6 ~' ]1 F - texturepack
9 O+ \, H/ z* L# |' J d - blendtype add1 Q9 P9 ]& z! W& b& V; X5 O
- textureloop increase# @' M7 \) Y# E0 s1 q0 ]
- texanimtime 0
/ Y: t8 u- O h" ~ - leaftype sprite3 S9 |9 N, }5 p. R" D/ r8 R
- activestate exploderange
# Q1 s) v9 P! Y; D - lifetime 200 2004 |& R2 M3 @9 J. v) T3 h
- emitrate 30
" ^7 X. z- J- d9 r+ i; ~7 H - maxelementcount 10
# @5 H. R5 |6 P7 p, F4 ]. Z - addrotate 60
8 I/ t- F' T5 f: v' a% ^3 V - velocity 0 0
) h! N5 T# G4 T5 R# y - acceleration 0.000000$ F' G6 c6 B, ?' @, P+ ~7 [
- spawndirection 0 0 0
( R! c" f/ r P; D$ k - gravity 0 0 0
g6 q" j' S) n$ f$ t+ V - colorrange 0.000000
$ f7 W9 K- t0 o- K' P* P - startrange 0 0.5
& k8 Q' t3 w1 t8 i - endposition 0 0 0
7 |6 T9 G9 _7 w1 s8 { - particlesize 0.5 1
" r. o' G1 ~" d5 D3 w8 { - followdirection false
, t% `0 A' {) U) \2 c6 Y! v- K - spawndirabs true
0 m" L0 |& W$ Y$ h0 a B - trianglerender false5 M0 E* y9 H" q
- </effectdata>
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- <cate> 3+ z; M( F8 L. U# O# U
- <effectdata> 0
% N6 ~6 G6 h4 T! n7 ?% n - name mh_EFFECT_EMBLEM_DRAGON* L, v8 t; n# `0 m1 c* k
- unittype mesh8 G" {0 [, A- m& K8 V- }
- billboardtype camera; a8 x, h9 O* e6 H* L0 A
- tailstep 0 0 0 0 false
! i0 b! o6 I: c$ p1 c; W! X6 F - size 1.000000/ T+ f6 X/ a. r: I! x+ c$ Y
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
- V( ^" E4 l6 m8 z% o - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh! }: C6 [; H- R
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
& {( b' }# O' n" ^ - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel7 G; Y+ [! V! q& I
- animlength 0" d; Y2 ~" G6 _5 r/ a! ~
- twoside true
2 C- @; e l5 |" \ - mesh_status 0 0.000000 0.000000 ""
1 ?& C# X. a- m) a& ^- u9 _1 N6 y - </effectdata>
复制代码 . B0 A0 s! ?7 B: v* U3 ?8 m
1 Q4 N/ e; H1 ^* Z* feffectscene.02
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- <cate> 5 game9 I9 P z. H( S( l
- # ######## EFFECT_EMBLEM_DRAGON ######### #
& j9 u3 ] ^- k7 S; L1 r6 B& q - <effect>' C9 `/ w$ H' y$ u
- id 1181
1 O8 _ H' H7 |7 y$ t - name EFFECT_EMBLEM_DRAGON
9 T) \/ O0 c5 P6 K, |& r - culldist 2475082071472936200000000000000000.00
3 ]1 | s. B ?# M - <list>' E% x7 K# o1 \3 F; Q) I
- res 1 sp_yellow_hand- T9 A7 F7 y6 Y/ f
- res 2 sp_yellow_hand
/ ^' t* @% z5 F2 _, u& s - res 3 pt_yellow_short_light_028 Q8 W! I( d+ X5 {% @' S: t+ n U. Y
- res 4 pt_yellow_short_light_02
8 N7 d7 I: x9 w, O% q8 T, P - res 5 mh_EFFECT_EMBLEM_DRAGON
( E9 C; W$ h& `! I - </list>
6 C2 \6 Q, \$ z; i$ D& P4 z# b - <scene>
1 ]! [* \6 `! z- l' Q0 T, m - sceneid 1% i) ?( C- B2 w. A2 O+ i0 O) C
- name 1
q2 X/ m5 h z" k' C - <control>7 r' D; C' K; {, S2 d
- unitid 1
' B3 k% a0 E8 H( Y6 [5 K# P - active true* M' n1 U! D5 F( a7 ]5 T
- startposition 0 0 0& f7 e+ `6 U4 L6 c0 \2 _2 }
- lifetime 0 1000
' q2 v8 ]/ K/ L' H0 k; W6 m+ r# \ - animtime 0' ]0 n {& E9 C' ~8 J/ \
- bonename "Bip01 Spine" - Q' Z/ _( t, O. w
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) - R$ ~# I- V$ }: D, J
- alpha (0,0.5) (999,0.5) 1 M* E8 G- O/ R& t Z
- randomstart false, c7 B# R8 {7 F! U! S
- active true7 H9 F, b0 W: c8 F' `0 d0 C
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 01 z$ } {3 s5 Q! M0 r& p
- </control>9 l( V3 @( I! N% K9 S# x. s3 q* H
- ( s4 W: D; O( O0 {2 ?5 u; I9 ?
- <control>
0 _2 U" P5 X; ^7 t - unitid 2
- W! W) u ~: {& `: O! d9 j# }/ W - active true3 S; R* K% s3 Z% r7 J
- startposition 0 0 07 O6 b/ h' q7 b: k. S% d5 o
- lifetime 0 1000
' v6 w( ?- P* V* `" Z* z; a | - animtime 0
: p a/ d9 u- Y+ Y5 O! r - bonename "Bip01 Spine"
& g) G/ N9 k4 w7 j - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) * c+ U& i8 c k5 l8 C H2 f2 @' j
- alpha (0,0.5) (999,0.5)
# x& y/ q" j; Z+ {6 P - randomstart false
: W4 K9 J1 U8 f: U q - active true
% a: [! U8 a- H" ?) y - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0( n* x5 `; u! J) v* X4 K/ q
- </control>* M4 I: |: c* c2 d7 K$ ^
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- <control>
+ U0 C$ W" C# O, @3 l - unitid 3* V7 ^; x0 z& l. X( Y8 K6 G8 D
- active true
5 j& u7 ]9 ?! S# x - startposition 0 0 07 |' y* r5 b( h" p" D! K h0 S
- lifetime 0 1000
3 t- Y5 p, q6 W8 ~; O' w - animtime 0( [' B9 K6 k5 m! p
- bonename "Bip01 Spine" ! L4 O0 i/ y1 A; w$ e# k/ n# j- h
- scale (0,0.5,0.5,0.5) (999,0,0,0) 4 {8 W8 Y; v. ?0 b
- alpha (0,0.5) (999,0.5) / h% B3 W4 m! Y0 J( e# s
- randomstart false7 W! a4 U1 w' e& R; Z, k
- active true
5 ~8 u& m% ~; G - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
% W# w3 u" U, P- ^# K - </control>8 W: c; m, R2 g8 J1 P
& O/ L( X5 S% o) G# u- <control>
D8 [. j2 O9 {6 S% \9 q' X5 X% ` - unitid 4% v6 h6 w9 C2 u" m) M" r5 k3 r
- active true, x+ J2 `9 i4 G1 A3 W" @& V3 i
- startposition 0 0 0% F- v9 y2 D' q3 A4 h( i; P4 |
- lifetime 0 1000: r6 T7 N+ ?+ h& h8 a+ Y& @
- animtime 06 `& o w1 U* W$ b, T
- bonename "Bip01 Spine" & F3 ^, X4 X- b2 q% s% Z
- scale (0,0.5,0.5,0.5) (999,0,0,0) + n: i1 O+ ~+ j. \! \; N9 F
- alpha (0,0.5) (999,0.5) |) H! Y$ l+ G S9 [
- randomstart false j* J3 X: c- Q
- active true
3 U# f" z9 B+ N, L- b2 B# w5 N - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 07 q$ d; |! ^3 b+ L6 C& x9 }
- </control>* z+ S/ C* M' ^' r3 v: i
' W4 O: I& d8 {( b& P6 M* K) l- <control>! g1 E2 R3 a: O/ ^; E$ c
- unitid 5
" [+ J* Q( G4 p* r6 \ - active true8 O0 Z9 Y/ W7 e
- startposition 0 0 0
9 r* w' x; m% {; ?' j% o- E - lifetime 0 1000
; e9 t% b$ }8 o8 o - animtime 1
' W, j$ j5 M$ j - bonename "Bip01 Spine" . z$ O) E* x% D, @2 m
- randomstart false
1 I" ~2 r- @* t - active true+ ~/ H8 Q% ]9 M
- </control>
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& U0 \1 C, R5 u! k1 M& M- </scene>
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- </effect>
复制代码 % D( V3 K I8 p" d' D6 ^8 O
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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