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% ]0 g2 M) _ e3 s. T+ o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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effectdata.02
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# {( H, h) S. N/ A) p/ k4 A* Z# |0 [- <cate> 1
1 Q# U2 W4 _8 g+ S7 v - <effectdata> 0, S0 j; m2 `0 {% d
- name sp_yellow_hand% q1 d/ k% |8 B" X
- unittype sprite- D$ I& x% q( [. n/ D7 `
- billboardtype camera# S; k0 z7 S5 n
- tailstep 20 0 0.1 600 false
! a5 p$ b h; v8 m* f" A% i - size 1.000000
6 F# H+ p+ j# V - backprint false
5 T! y9 _7 k8 O& X- T# A - disort false
7 ]8 T% C: C m& h& g - texturefile Effect\monster\longch.dds5 f! Z: G1 z1 ?+ I6 w8 H% {9 B8 U
- texturepack
$ _8 \* V, g! Q. h - blendtype add' J( b' ^4 y) G8 w% {3 M" D
- textureloop increase* O3 j$ j8 X1 ~" N8 H
- texanimtime 0( Y. D- |8 s1 n6 K. [
- </effectdata>
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' P: k3 k5 a$ ?) Q8 ^% v- <cate> 7
4 K( W; l( \6 p& x. k: ~ - <effectdata> 0% A* K6 o4 X- {% U2 _1 F' u6 A
- name pt_yellow_short_light_02
4 y o$ z$ @1 x7 r) r% S - unittype particle. j$ W7 K8 ?5 I( r+ ]
- billboardtype camera
. w; [: T" n# h, {2 [! G3 b: u - tailstep 0 0 0 0 true+ e& m/ q' c) o
- size 2.000000
" v5 h, M8 ?4 ]* Z. G" g - texturefile Effect\monster\light01_orange#.dds4 z% K Z; w" ^" ~! e8 E- w& r
- texturepack 9 B/ Q0 Z' w' o/ ?
- blendtype add' O8 S9 o t, Y4 j
- textureloop increase. }8 g& q7 Z; P; N
- texanimtime 0
, L3 P% L- @, w" m7 p) M - leaftype sprite
, B1 c& G5 O9 [" ^$ g - activestate exploderange
# u! w8 k5 S: l |- y/ e - lifetime 200 200
( q* ~' ^5 Z$ B/ G" O - emitrate 30
# f! G9 c+ _( b" Q: z/ g& J - maxelementcount 10
2 a" a [7 M) [" {! d$ w! J- O+ D: [ - addrotate 60- F9 q8 U% E) h
- velocity 0 0 \" s+ T" ?( W! `; D7 N! ^! [6 T4 O
- acceleration 0.000000
% r# Y/ \) Y9 c% J' T - spawndirection 0 0 0# o3 H1 ~8 R( q* Y2 T' k; S$ O9 X
- gravity 0 0 0& ` t$ @- j" F
- colorrange 0.000000: e8 x t* `- i$ {9 E
- startrange 0 0.5
# g0 O/ C: `, x D6 k+ ~ - endposition 0 0 08 N! e7 l7 A$ x* D' `
- particlesize 0.5 1
, n; Z8 W. U: ]5 {, Y/ M - followdirection false, o. [" d$ p$ t3 t
- spawndirabs true* j8 ^, d% S& U
- trianglerender false
8 [# {/ Y7 s, B& ?; U4 o( p. h - </effectdata>& H( s: K/ i! l/ M+ ?" e! C
- 6 ~) f+ D# G! S2 u* P2 h
- <cate> 31 I+ m! j- M; q0 ?0 k: ~/ m
- <effectdata> 0
/ i/ ~: h7 l* y s - name mh_EFFECT_EMBLEM_DRAGON, J A8 s- d) @$ h$ j" X7 W
- unittype mesh+ C9 i3 f6 i: E) j) ~! a
- billboardtype camera! H! q3 @& i# A1 o. e6 N7 v
- tailstep 0 0 0 0 false
2 l H5 h5 k- s - size 1.0000008 r; S. s3 `8 r( m* S( O, v; n
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
, e4 K4 w: }- H F" ` Z - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh+ f5 o4 O' Y6 k
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim. V6 F3 n0 M3 Z
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel$ z2 I) r* _2 b7 d
- animlength 0# i6 X+ B7 y0 K/ Z4 v3 \
- twoside true3 ]6 x9 Q' B( Z6 u. r1 H8 ]3 j$ J
- mesh_status 0 0.000000 0.000000 ""5 J( s: L: |+ ?) u* T Q8 H8 r4 n# ~
- </effectdata>
复制代码
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/ R6 A8 V, U9 B$ ^6 yeffectscene.02
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- <cate> 5 game
# [0 v* J6 o3 E' H& W; O$ l - # ######## EFFECT_EMBLEM_DRAGON ######### #
6 F; I' b' Y3 R - <effect>
: c( X6 U; S1 ^8 X - id 1181
8 T( @0 f! E+ i; |- q2 z - name EFFECT_EMBLEM_DRAGON
+ P5 i" n# m- ^& K - culldist 2475082071472936200000000000000000.00
; q4 W* e3 X8 h - <list>; `5 ~$ Q& F- [4 P2 Y [% i, v6 b7 C
- res 1 sp_yellow_hand
* [. h" y. N4 S$ J - res 2 sp_yellow_hand
! M/ q+ \ i& x - res 3 pt_yellow_short_light_02! m8 d8 g9 a+ D1 V+ j
- res 4 pt_yellow_short_light_02 U+ o# e* g; Q# q
- res 5 mh_EFFECT_EMBLEM_DRAGON# ^& ~4 d8 h! h6 B
- </list>
9 d/ ~, E4 F" L - <scene>1 b( ~4 Q/ @+ M) U" e
- sceneid 1
8 b; [9 y4 y p! ~4 v9 b - name 1
. A- D0 {( S& Z" f* P - <control>
% @4 D @4 Y5 {: u/ ^1 Z, a D - unitid 1
: P& x# {: U9 T7 d0 w- K- @ - active true- f, ~4 Y: t* J" ?% c, Q7 Z
- startposition 0 0 01 N1 P) M! U# A7 Q6 w. q
- lifetime 0 1000/ I8 a& ]; o* s! k; g/ d( O
- animtime 0
5 R) f1 M/ B, g, C3 o* g8 ` - bonename "Bip01 Spine" ( L( C. E. A% l5 e
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
" c" Z9 N0 E, L! Y& g w2 t - alpha (0,0.5) (999,0.5)
& U& R0 s9 o- h; u - randomstart false
( B- H% ?; N4 N; L: j$ R - active true
5 J3 d e% o2 |' h5 F# [! ~ - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0% T# {2 l# m4 @) r4 @2 m
- </control>
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: s- m, f) p) c, ^0 T8 J- <control>
; p: V0 }3 c- N& v" d+ f - unitid 2
) e5 T6 c% E' D/ k - active true
3 `" e+ g. h# g# ]* K - startposition 0 0 0& J0 {# F7 k, [
- lifetime 0 10009 } D0 G, f: ^+ Y: \
- animtime 0
1 x* R+ f; r& j( Y; _! t - bonename "Bip01 Spine"
% s, Y5 ]; O7 u; P1 p% F - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
/ Q' o1 q, D4 n0 q - alpha (0,0.5) (999,0.5)
( h8 S1 o9 [2 o1 E; o7 j- h) Z+ x - randomstart false
s# c2 I; H; _; m - active true
' S/ ?, O2 H7 g1 e0 d - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0; `; r- Z% o* D3 B' X6 E. X' }
- </control>
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- <control>) w9 q4 t7 B6 G4 P7 t+ l
- unitid 3( ?* j% z& {( V. B% s
- active true) K- j7 l$ C6 X1 E
- startposition 0 0 0( T0 J: q9 A4 O7 `, S4 B
- lifetime 0 1000
; R/ n" |& ` ]8 q( b. F, [) v$ ]. q - animtime 0& J: t# Z; n8 N8 ?0 d4 R+ ^. w
- bonename "Bip01 Spine"
6 C8 ~* ]2 t1 s2 V - scale (0,0.5,0.5,0.5) (999,0,0,0)
2 _, W" U8 U) |7 ^ - alpha (0,0.5) (999,0.5) 7 {! z) G5 q- C- u# N
- randomstart false
1 @/ j, B8 Y, v% a, K - active true
4 Y7 K7 G' y# ?( Y% ^1 N( C - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0% w, q$ [; t$ \4 }9 }& i
- </control>9 _1 G9 G+ g1 s& \% N5 @
- 9 p6 I. y, [5 w4 E3 u6 ^+ f! Z
- <control>; M8 k8 H+ H. d) z5 q; i
- unitid 4" }& D$ d! ^6 X/ H
- active true
C' J* @) Y+ V - startposition 0 0 0, |: {* ?5 r G; p( t5 ^- `
- lifetime 0 1000: N$ z) F2 w& J. g
- animtime 0 g! V2 ?- J. N" w/ e
- bonename "Bip01 Spine"
$ {* I! T7 D5 z! _" {$ g - scale (0,0.5,0.5,0.5) (999,0,0,0)
0 Q3 X# m" @' i. _" H - alpha (0,0.5) (999,0.5)
- a% N$ j5 ~1 S" h7 j2 q P - randomstart false C' S1 I2 H& ]
- active true
. `9 ~5 y3 i! |, W+ ?! ] t - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 00 d" N5 D5 S0 o8 q* Y
- </control>
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- <control>
$ s. ~2 }: d: K6 S - unitid 5; A/ F% ?1 U( A
- active true" ?* \* T9 T; c5 Y
- startposition 0 0 0
, M% ^6 k9 P* w3 Z( s3 j$ ? - lifetime 0 1000& f& f( J- J; h8 ?" @
- animtime 1
1 g3 M% _. q" b/ W* F+ j1 U; ~8 w - bonename "Bip01 Spine"
- R6 l# b/ i( l/ }2 U G! M - randomstart false" `6 _2 d( p T, i0 y J
- active true3 f; q2 o2 ?* g- @+ L
- </control>, N, {7 \+ X1 l+ v9 H
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- </scene>
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2 I- N) z8 J) y p- </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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