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' [& n( {3 @$ ~$ Q- T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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) N# j9 o5 i& X" q6 n. {6 |effectdata.02
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$ a& j1 ^( Q4 Y: k5 m- <cate> 15 v" ~4 O! u4 B# V/ L* h" z
- <effectdata> 0
0 B/ Z( V! u7 X2 T4 ` - name sp_yellow_hand" b( Q; \ X& c) |3 C+ g7 S
- unittype sprite- a& d4 L" _ h8 h; `
- billboardtype camera
5 s! X* C# v) O7 I - tailstep 20 0 0.1 600 false' R5 W Z* x" W( v! c
- size 1.000000+ h% W0 Z9 I0 U/ i+ U' { {
- backprint false6 y: `, w5 S( L- {3 h, p: i: F. _# C: i
- disort false0 a; m$ B" e0 l: z$ C+ S7 ]) U
- texturefile Effect\monster\longch.dds* c, i( O: O3 e% K* m
- texturepack 6 u1 t2 ~' I. |7 u2 g
- blendtype add1 a5 y$ O8 \1 Z; A" R0 r
- textureloop increase. k* G, l* y) r1 _
- texanimtime 0
3 f# ]0 E8 `3 {% R - </effectdata>0 o) d' g; Y: N0 F
- & `8 I, ?. b* I2 m
- <cate> 7
* }, {5 s* A) y9 j% i0 k - <effectdata> 0
& g7 p9 ? k; C- e - name pt_yellow_short_light_02# X b6 g1 x( I8 k- L2 ]$ i& h, m
- unittype particle6 ~8 O/ H$ ~7 n! F4 P: p: o
- billboardtype camera1 ~5 U( y# _4 i- z" C
- tailstep 0 0 0 0 true
, T( k/ r6 k& f& v! f1 d: i- C - size 2.000000
8 |" r6 ^+ _2 p8 Z- {; a - texturefile Effect\monster\light01_orange#.dds
h) A$ v: `5 _7 w" O: T - texturepack $ O, P3 ]) p [: B A5 A+ h
- blendtype add( _: L1 R7 t6 p1 g+ o
- textureloop increase
) V/ e/ n- n7 K% e; u - texanimtime 0
8 s3 H: V% d$ v+ k ~: c - leaftype sprite
( B3 E$ h7 [* [. g# B* ~ - activestate exploderange3 @8 t* I& f5 z* ~
- lifetime 200 200
7 H2 n' L; O2 z, O - emitrate 304 z& s) J. Q8 u0 \& Z3 Y
- maxelementcount 10" T4 m; F6 y/ X# _; {; G5 b9 r4 U+ i
- addrotate 60
! d9 S( K F9 y, { - velocity 0 0
9 V" P7 Z% z" x% \. L5 c - acceleration 0.000000# t# w, ^4 z8 b. Z& ]
- spawndirection 0 0 0& @. c2 Q. y1 t S! V4 S
- gravity 0 0 0- p. L' ?" f* |* Z# `
- colorrange 0.000000
& _ V& C: a' e1 L6 e6 S: R - startrange 0 0.56 u9 V; B# q$ z+ m
- endposition 0 0 0
9 M/ d. i$ Y+ f, }6 I% l& Y - particlesize 0.5 1' @1 l. d9 d0 B( W
- followdirection false
0 h7 F! L/ s; U/ u1 `: g - spawndirabs true2 ?( p; {: z) w2 b/ a, J
- trianglerender false; O' {; B: J5 J. P4 R3 U! t& b2 U
- </effectdata>8 p8 L0 Y/ Y9 f3 V( g
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- <cate> 3; g4 M3 @8 l$ L7 ?) q1 s, C
- <effectdata> 0
' E/ h5 m' Y7 y5 p, O7 o - name mh_EFFECT_EMBLEM_DRAGON) F: A9 R7 R; Q5 ?
- unittype mesh
! X4 w1 g7 }2 K) w3 k7 K( C- B - billboardtype camera C- l8 X6 L" n! }9 Z+ r
- tailstep 0 0 0 0 false
" P9 O8 D& F, q - size 1.000000
3 R8 D6 |4 k- Z0 Y; Z- z - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
: L( p& @( u5 C S& H' Y2 `3 G - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh f w8 f( b: T
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
3 i1 `7 i! n8 [' \6 p; q - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
' |: D1 z. b) y - animlength 0
; y9 }& I- H5 \# [2 D5 Q( _. a- Y - twoside true3 n; r4 j+ B) o+ }+ w& q
- mesh_status 0 0.000000 0.000000 ""
9 D) i0 Y) r* x5 { r8 j {, Y! D - </effectdata>
复制代码 - Y# F/ ~$ F7 |
1 C+ ?/ E1 h1 |- e2 [effectscene.02$ a& [- E: g& C4 i2 R
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- <cate> 5 game3 o* k; m/ Z3 W- u) X: S: h& S
- # ######## EFFECT_EMBLEM_DRAGON ######### #& h! L, c2 _1 E9 P
- <effect>" J% X/ ~$ Q$ R {: E4 b+ R$ r3 s7 h
- id 11816 _4 V# V* T$ |
- name EFFECT_EMBLEM_DRAGON! M" n, G5 ~0 {: k
- culldist 2475082071472936200000000000000000.009 \: w' ]! [- N7 @6 ~( s
- <list>
/ ~( e& [9 ~) b9 T& r" q - res 1 sp_yellow_hand$ a0 B/ Z8 c+ I) O# w7 }
- res 2 sp_yellow_hand8 v7 X: Y( W5 F g
- res 3 pt_yellow_short_light_02: A6 r: S4 ^) K2 r* d8 _- s% M
- res 4 pt_yellow_short_light_02, K3 r3 v* M1 V7 v! d
- res 5 mh_EFFECT_EMBLEM_DRAGON, Z. q3 A4 Z0 ~/ k/ S D5 F A0 `
- </list>
8 t' e$ H r# W6 x# j) u - <scene># U! | u: J: D; R8 h$ H. c0 k
- sceneid 1
% {% j5 d/ m/ f7 q4 f - name 18 K3 s. S& d2 ^
- <control>0 e' f$ }& X9 {3 `3 J
- unitid 1
0 ~& c0 Z) j1 R( r" R2 W( C- x - active true
2 q \9 P% U3 H3 v# z. F - startposition 0 0 0
7 `! C* x9 B1 e/ e& M - lifetime 0 10000 R9 C5 ^. V2 z$ l
- animtime 0
# r/ N4 Z; G% h9 D! {8 m- T% B- S - bonename "Bip01 Spine" 2 d+ _3 ?* T1 i' S* G
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) " _. ^5 s+ ~' w$ H; x3 u! m1 O# K
- alpha (0,0.5) (999,0.5)
( F; K5 l6 L3 s8 \& P8 m- Y5 u; X - randomstart false
' b, ^2 w- f7 m/ {5 z" c - active true& C/ |% x6 Z6 K; f+ d/ H
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0% \$ P+ x p9 f0 F2 c0 H: P% }
- </control>5 H4 b* I, G% S, y. f; Z
5 k: Z6 Z8 r9 h: X T; v$ e+ e- <control>5 P; |" w7 y: a$ z5 W K/ C4 Z9 t
- unitid 2% M& Q r" ~" G5 S
- active true
' C9 E) G w3 B# o! r& ^0 T - startposition 0 0 0/ P, w) W( a% ~2 K j7 o C
- lifetime 0 1000
, e# A6 r5 @! n: j- o - animtime 0
& Q$ P& }* f- Z/ ~ ?" K u - bonename "Bip01 Spine" * r$ b% z: X' F6 G2 U, I* t
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ; }. c$ G3 R' ] M
- alpha (0,0.5) (999,0.5)
7 _# Q f, i" H - randomstart false1 h# O, {; u3 W* j9 N
- active true
: U% ^: ?* s: a. B - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
% i( ?8 r3 C4 ?+ j - </control>* k8 h: `( t% i4 h* k" o" Z! \
2 F$ F& I" p! i- D5 |- <control>5 |2 s" q) q4 }9 B( k& R# h* `0 W: z- u
- unitid 3
" K+ z" i' c6 K - active true
( x& ^0 d/ j7 m/ ~. |6 e2 P; C - startposition 0 0 0: k O6 A( ^% x# e2 g% H7 b
- lifetime 0 1000- m5 T+ ]; e) g, ?% C# C
- animtime 06 m0 B7 L& v) a# ^+ M
- bonename "Bip01 Spine" ]" ?1 k8 \5 s8 }( Z
- scale (0,0.5,0.5,0.5) (999,0,0,0) , v" G% }/ {6 B0 \
- alpha (0,0.5) (999,0.5) 7 v G( t3 ^7 c9 ]. x( ? _
- randomstart false
' u. G. a, [3 E2 | - active true, {, S: W' P9 a" r- K4 T5 o
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
) n3 t/ C2 H2 j7 U4 ^( M% Y; ?( h6 H - </control>
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- <control>
" e( H x/ V$ B9 z3 y; S& V' Z - unitid 4
6 G T- a# g' ?2 J; ^ - active true
. U% s) ~/ f' b* ~4 [- ? - startposition 0 0 03 M( F7 n1 K6 _ U# [8 Q" |2 l U
- lifetime 0 1000& ?4 a5 K6 Q; C: a- p
- animtime 0
W+ F# g3 F* A. j" P! m - bonename "Bip01 Spine"
2 e1 G7 c; P" O0 N k- Y5 ]# K" J - scale (0,0.5,0.5,0.5) (999,0,0,0)
" @' e4 I. q# \9 A6 P$ w! H - alpha (0,0.5) (999,0.5)
6 r5 N1 V+ ]1 P; m0 c4 c. T# q - randomstart false
% i( T- s1 `( j; m! u% } - active true. G$ c' C7 \0 X/ w3 U9 B
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
, r1 g' P; q( F6 k, L7 L - </control>
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- <control>: j* R; {* B6 V6 N+ k* S+ O
- unitid 5
$ s$ ]! I$ k8 L2 ~ - active true
5 D& q$ B- m5 {7 C1 _ - startposition 0 0 0/ U, h' o) U3 v, G( H1 w/ G
- lifetime 0 1000
# S( z! o5 X0 C - animtime 1
7 l5 y2 s, `" _7 C. K - bonename "Bip01 Spine"
- [) ^( B$ X1 g+ `- x - randomstart false H8 d" p9 a3 X; V
- active true9 b- F! N0 A5 J4 r- |) s
- </control>
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, j h: R0 Q9 a4 \; D- </scene>
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2 h5 w# Q; n' L9 h# H+ }+ L6 u. \2 N- </effect>
复制代码 9 p- p( s- k0 {! I6 a' C" v
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特效.zip
(408.85 KB, 下载次数: 0, 售价: 10 贡献)
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