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图片可以任意修改替换为别的图片
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6 U1 v' S) Z" J2 t' d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> 1) }* g& B) a3 _( o2 ^8 x+ W* w
- <effectdata> 0 h8 [+ a( ]$ F' L
- name sp_yellow_hand. R' U) b9 D7 d! i6 j& }
- unittype sprite) c3 b- f& ]8 Q" J
- billboardtype camera7 P. T! I6 o- Q" o; F# D6 {
- tailstep 20 0 0.1 600 false
5 |2 Z) R( y( K* C% m O# A - size 1.000000 l. ]: f% h& X- s& ?
- backprint false
1 J, w* R# d" j4 d3 J7 G# U - disort false
% }$ p5 I( f, Y6 c! [4 E5 w - texturefile Effect\monster\longch.dds/ \! d7 W& j$ l) _9 [7 C
- texturepack
: ?1 u# x, E1 d4 ?0 g - blendtype add6 W# c) \# d2 f& Q5 {4 E: ~ G! m
- textureloop increase8 s; i) l2 K/ M3 {. Y* f, Y6 ~
- texanimtime 0
8 D' Q# a& A1 s% ? - </effectdata>3 g; @4 g5 ? x# w
1 r; w: X+ S# t' T$ Z k- <cate> 7" z7 A, Z6 Z, S- p$ P" C
- <effectdata> 00 M8 e) p! g. U# ?, r. l
- name pt_yellow_short_light_021 b! Y& ]6 t2 E/ S; ]5 d& o4 o
- unittype particle! V* I3 g0 V* P( H) i3 f
- billboardtype camera/ V: K3 q( J* z8 R
- tailstep 0 0 0 0 true
/ z+ _; c" C) Z8 F& O" Z - size 2.0000005 u' s% @* W' n$ q
- texturefile Effect\monster\light01_orange#.dds
0 N) Q4 n* p6 U# A - texturepack , _4 v! U9 @0 J0 f7 B7 R' p
- blendtype add9 K H3 f$ [1 X) c2 g* Y3 Y
- textureloop increase: |+ u2 P) d0 T% V" C
- texanimtime 0
/ c. _! p. l5 }1 J8 W0 L/ w - leaftype sprite4 C. c( C4 t. U9 s3 V# |! F
- activestate exploderange4 f& x0 X. j% ^3 b, }/ ~
- lifetime 200 200
7 k) A) C# W& i# L3 A& t - emitrate 30# ], m# S# c6 K# x# \0 X* x
- maxelementcount 10
. S2 m* }* p8 D5 y: B# N - addrotate 600 L) f$ `1 `9 z: b; b {
- velocity 0 0
' C- y9 l4 T1 g - acceleration 0.0000004 C1 A' r/ C9 z2 i/ F$ H) X
- spawndirection 0 0 0
5 E3 A5 g! P, k# D) s' U) o - gravity 0 0 0
5 K# w6 Z/ W4 N" j# v4 f' o8 |) D7 H - colorrange 0.000000. f7 G6 B4 n8 B. h
- startrange 0 0.5
$ A- F4 a% G, @ - endposition 0 0 0- J5 K# ~" P. @& Q0 I$ L7 B* h
- particlesize 0.5 1
" x; u8 C- G2 o3 [ G6 i0 [ - followdirection false% K# S8 j9 E1 i* q
- spawndirabs true1 M G; J2 t7 R$ D$ v6 y
- trianglerender false1 {! Z; W" g$ \/ M
- </effectdata>
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7 z( X' U/ W" p/ [* s7 E- <cate> 3* X- Z' a4 h2 Q5 d3 Z6 K6 p
- <effectdata> 0$ x/ @" _. }' _! y
- name mh_EFFECT_EMBLEM_DRAGON7 o/ q5 {( a3 u, S0 H
- unittype mesh- W+ r0 S! z! c/ h; B% ]; ]" b
- billboardtype camera
4 N& g" _+ J( _) U - tailstep 0 0 0 0 false- p$ w2 `% u! g& z
- size 1.000000& h5 l: O) H4 u) }4 k* T, h% q
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
# T7 b3 q; D% k4 U# M) Q7 N - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh5 \' t, ]% P; N1 _, I }
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
L5 q* @4 W7 z, D - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel/ H, v+ w/ q+ L0 ], z6 i
- animlength 07 f" r; r5 ^) _0 J
- twoside true! E) n. R) [3 O# [% E1 d! _) `* { T& b
- mesh_status 0 0.000000 0.000000 ""
8 G1 V% m( {+ o" \9 t* u - </effectdata>
复制代码
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effectscene.02
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- <cate> 5 game
( @: ]' q3 Z- m6 [- N - # ######## EFFECT_EMBLEM_DRAGON ######### #
7 G @$ m4 ]8 [& T. p4 R9 [9 F - <effect>
1 w) a/ y5 f' W" c5 c - id 1181
) O( l, \# m' d - name EFFECT_EMBLEM_DRAGON
# r8 Z' S2 a) ^& B7 M; n+ I7 h - culldist 2475082071472936200000000000000000.002 a+ {2 W+ Z: h4 k0 M+ ?
- <list>1 c, K4 o; F3 r0 j" H4 D
- res 1 sp_yellow_hand
G* |# V$ _3 U - res 2 sp_yellow_hand
% T0 |' y/ l, A9 ?4 s - res 3 pt_yellow_short_light_02% r" |2 R9 r# m; Q
- res 4 pt_yellow_short_light_02! Z P2 ~' b9 H4 r
- res 5 mh_EFFECT_EMBLEM_DRAGON
3 ]* c4 N M" j7 H - </list># g# [( [% y3 ~7 l; I1 B
- <scene>. s$ m0 n1 T! ]: S) D" e+ E
- sceneid 1 j: U: z9 l; j- x
- name 1
" V. }- N. C& F1 e% U, ` - <control>: i `) |* Y7 q0 I
- unitid 1
9 L' u# W$ q1 P' ~ - active true
0 x5 Q0 _' B. `0 w - startposition 0 0 0
* g. o7 s7 ~) @ |' v9 n( l - lifetime 0 1000
7 m) e8 i! ]' L4 N- p7 r9 D - animtime 0
) m1 C5 T! V, t/ a1 f - bonename "Bip01 Spine"
4 T! `5 e. _* q9 S& s/ `* j - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
" l/ [* }) C3 m3 W! d+ p - alpha (0,0.5) (999,0.5) & v6 h$ F. ~; `) h- m
- randomstart false- v9 N* e" d8 E$ M6 _: M/ a
- active true& F6 }5 \$ L+ l3 n7 B6 g
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
& V( O- t/ D9 z8 [: S- Y - </control>
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- <control>
3 X2 ]" m1 i8 [% z - unitid 2
' E2 ~/ _* H) j - active true
% u4 q+ _0 t) _, G2 l7 J - startposition 0 0 0
6 L7 l U% @+ A9 @ - lifetime 0 1000
$ t% [ I2 p# h0 ^" S, P - animtime 0
& p4 n$ ?, r v/ Y b+ A0 M) o4 Q! k - bonename "Bip01 Spine" 3 u- M, q3 Q6 i9 N% a
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
4 j G4 `4 q& S( @) v( e* y - alpha (0,0.5) (999,0.5) " f6 }$ t% @; K; f6 \8 m
- randomstart false5 D1 ^8 J* [7 \6 _0 w0 y! y, a
- active true
5 v8 j1 r* c( u9 ^8 v - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
8 [$ ?5 e1 U# z" ]" { - </control>8 E5 V# h+ w6 i5 X- d
- ! D. _* | ? N
- <control>
/ R& h0 t; a' b' S" R* y4 C: H - unitid 3: {* _9 ~& q4 l+ j; R- X4 t, O. G
- active true2 h. [% M9 ^" h) b
- startposition 0 0 0/ p% b7 L* I. G! G$ N. w4 B
- lifetime 0 1000
6 _+ M, f( G& P4 Q5 I - animtime 0! C) w" H3 T2 ^" a/ W/ ^" p5 D
- bonename "Bip01 Spine" ; q9 \9 t1 {& w% P# M3 L
- scale (0,0.5,0.5,0.5) (999,0,0,0) 7 \! e7 f) d6 _8 X! R
- alpha (0,0.5) (999,0.5)
9 K. m1 n# V+ `4 n - randomstart false: A) C# {5 |+ ]8 ?7 @/ N' N
- active true/ y' t2 }. D& ?
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0& a+ @0 |$ [; P s9 \, O
- </control>
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7 i/ n$ g! f" V6 U) f- <control>7 x; g. l$ [* X2 ?' y3 K: V
- unitid 48 Y* Z% y" P. Z
- active true
$ d! ~5 U: o. M/ z6 p; _ - startposition 0 0 0# }7 a) ~) c3 F# X( B5 ^
- lifetime 0 1000, c1 Q1 b9 `, |& |/ M- D
- animtime 0
M3 h! s2 U# }( @$ D - bonename "Bip01 Spine" j. p5 f: @, |6 n+ L
- scale (0,0.5,0.5,0.5) (999,0,0,0)
; i/ R" G: i. y; u- v R - alpha (0,0.5) (999,0.5) & V# n, d# F5 i+ a; z' D
- randomstart false
& [+ G( u2 A, m. a& z - active true" I8 d' t1 f( T' g" B
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0* ^! r& `, F) L2 Z8 A) t3 e
- </control>& e/ P5 M2 Q# H( z
) o9 {# R) B5 o3 C. U- ^- <control>, r; K# Q! {. l; `/ {# h
- unitid 5$ D3 h8 k. u1 F, q
- active true
1 L0 s6 F( e7 T+ b4 X - startposition 0 0 09 S/ Q4 g9 q7 O9 A8 \ z' z
- lifetime 0 10009 R0 i% n9 Z: b9 n+ h" d& ^( W
- animtime 1 \, _$ M, Y: A
- bonename "Bip01 Spine"
! k% t; H- E1 l# v - randomstart false% e- z4 o D) ]& z4 l
- active true
0 A6 _" L8 N/ c; x6 x3 u - </control>
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' C# s w0 ~( s, I- </scene>0 y; R+ [% f0 D- `& D1 h
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- </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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