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图片可以任意修改替换为别的图片 ( r, R7 y8 v( F; y4 Z
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9 o# r6 q. p3 u& a' o l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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: i B6 ^9 e7 Y; Y7 {effectdata.02% d! Y" A r7 W. v+ L* g1 u
3 u$ `+ M2 @. S p- <cate> 1
4 q, m4 d3 ]0 d1 C" |# O" _5 X - <effectdata> 0
0 D( {. x5 @9 N5 r - name sp_yellow_hand @& R& M- @, A; X. p5 y, b
- unittype sprite
- P% `8 I4 g7 A+ B - billboardtype camera" c) r- G5 ?4 Y
- tailstep 20 0 0.1 600 false9 m: S( {, ]" t& J
- size 1.000000
2 @1 u+ M, Z% s9 g - backprint false
& ?- `, _& z) y, n( x - disort false1 `% b p) I V* X8 k
- texturefile Effect\monster\longch.dds
. h& M( k, F8 B9 y* } - texturepack 0 \) g5 ?# h# J! ]
- blendtype add
! @* | w& }8 J6 U7 o( Q - textureloop increase, b: ~! k3 {1 V* G
- texanimtime 0* H- K( J" z: Q
- </effectdata>0 x/ b$ d7 k; k& i( o- ]' U! w$ a
0 @# D, M$ ?! m( t" S+ `- <cate> 78 u! I8 P3 _0 n: L! c2 E8 Q6 O- O
- <effectdata> 0) G$ }$ ?( k1 N5 t0 _2 D
- name pt_yellow_short_light_029 o7 [1 G B! r) i. B4 R7 |$ x2 q
- unittype particle7 }$ T5 {5 A) O1 K
- billboardtype camera" i; v$ d9 t h: Q% q0 Y
- tailstep 0 0 0 0 true5 c# C" o6 D- w* r7 Z
- size 2.000000
2 R- ?# F1 o- v7 ^% v0 y6 s( f" d - texturefile Effect\monster\light01_orange#.dds
( o* Q! V9 A% \7 { - texturepack
( D4 g' h- X" l& Y - blendtype add
& x+ T# A' Z! T& E$ y" r; B+ h$ ] - textureloop increase" Q+ ]5 O7 b" G# i; H1 U/ h
- texanimtime 0
$ S& K f" Q; l% {5 J9 N% T# H4 ?* Z - leaftype sprite9 E; L, H4 P2 |8 ~) g! t7 }
- activestate exploderange5 O) O! e9 j6 n. o7 V+ Y
- lifetime 200 200; L* b+ v8 I. c4 i- H1 J5 H
- emitrate 30
4 y4 v% ^2 P4 c- s% C* d# G - maxelementcount 10+ j: ]) U& W; x/ ?
- addrotate 60
8 A1 Q4 l# y# q% _+ m L/ |( X - velocity 0 0% s# N6 F6 f6 d5 ~
- acceleration 0.000000
1 p* f* B2 \% {" r" I* L - spawndirection 0 0 0
: E% w3 c1 X% j( P1 k9 Y) W6 z - gravity 0 0 0, R) I" ]6 T5 ~% \3 V1 g
- colorrange 0.000000
& @ Y2 K( E0 r4 A - startrange 0 0.5
i+ G$ H5 f( |2 A - endposition 0 0 0
, C5 D9 b# D+ [% S) v1 ]3 P - particlesize 0.5 16 T3 g6 r9 h0 u9 N9 v% ` ^
- followdirection false
2 N" _: v+ z* K7 w, ~' d - spawndirabs true
7 w; [! ]1 J$ F! M+ S$ _9 V( Q2 U - trianglerender false, h3 G( D# U* H, Z
- </effectdata>8 K& p% [ N+ V, `% f
- * L3 u+ p R) c: S
- <cate> 3
7 T# M- e8 k( B - <effectdata> 0% m2 r0 r ^) r& I, h/ }( d1 `
- name mh_EFFECT_EMBLEM_DRAGON
9 Q; x+ m; N$ r6 F# E7 W# L$ M7 \$ R - unittype mesh
7 n' j0 ?+ I' d2 x - billboardtype camera# s: S) }3 n) l$ W2 E* |9 i
- tailstep 0 0 0 0 false( A5 Y! B( N) d( J$ s, P
- size 1.000000( a6 L. M4 {9 R3 t
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack4 k, a" d J$ M
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh. x6 @9 a Y7 S, Q6 [: V4 q+ l
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
* J `+ u6 L. Y - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel8 @5 m1 v/ Z, y5 n
- animlength 0% U" Q$ Q3 P- S0 ?
- twoside true
) x3 k( b% a3 B d - mesh_status 0 0.000000 0.000000 ""
; m# ]2 T* Y& f; ~( P+ w - </effectdata>
复制代码
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& f: z5 Y4 @$ \ F2 Keffectscene.02
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- <cate> 5 game2 T7 y7 q* o; ?& S) G8 D' ~
- # ######## EFFECT_EMBLEM_DRAGON ######### #! e) e' d/ M4 d. C" R B5 |
- <effect>
0 q2 u5 P! H% c) A - id 1181; T' b! e+ d* b, w9 D
- name EFFECT_EMBLEM_DRAGON
& f% f- z f" i2 l' L$ v+ S - culldist 2475082071472936200000000000000000.00
, l% u' t7 V5 g% F/ g n, {- L/ w - <list>
0 q' x1 ^3 m6 b$ G( L - res 1 sp_yellow_hand4 b# W) m# s8 n* P1 u: J7 z- w: Y
- res 2 sp_yellow_hand
+ d' W6 S3 j4 `5 d; o# W8 F - res 3 pt_yellow_short_light_024 O0 U5 e* Q+ B0 q2 I" i2 {# H
- res 4 pt_yellow_short_light_02
. s; ^: P! ?) N; E# \3 ~, ]1 l3 R - res 5 mh_EFFECT_EMBLEM_DRAGON
' [% y: [, o& {* {0 H2 c; u0 V: ` - </list>
7 D4 r5 ?+ f2 w# A - <scene>
: E/ J ~, a" r1 S - sceneid 1, G9 Q! j1 A% m, |# b
- name 11 `7 F* [" j0 u5 ]/ @' d2 r* \
- <control>
' p; S$ k# j6 p+ ^- ]5 U! U - unitid 1
; s) G. t+ C7 z9 I* [ - active true
& U% I: M8 x$ Q - startposition 0 0 04 t5 e' |" ~2 l# ^7 s2 D# o6 [
- lifetime 0 1000/ h! a5 _+ `$ ~; ?6 m
- animtime 04 C; R% U6 A! X
- bonename "Bip01 Spine"
( v) C O! G$ Y# k) Q - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) $ J5 {' I' M( Z% Z* r* j
- alpha (0,0.5) (999,0.5)
) g( f! y6 W: |& z* V - randomstart false
* `% N: V( T+ v4 j - active true% W2 J8 u7 P+ t8 H6 [
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
% ~9 _2 n) m- _( j( f, j: q+ ^ - </control>
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" d2 c$ I4 J; { i I+ [- <control>+ v2 X$ u- j0 z/ Z. R4 F) q
- unitid 26 X2 ]/ r k5 e$ Y6 G9 U
- active true
" r" @' d$ S; K$ y2 C( I8 E/ ~ - startposition 0 0 09 T- }+ P- \* {4 D% N, P/ ?
- lifetime 0 1000% Y. Z2 s- n' y( n4 m' [
- animtime 0: H5 A. |! ]4 R
- bonename "Bip01 Spine" ( v6 R: M4 B( e# @( n4 H
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) + y' r" h, x3 m K
- alpha (0,0.5) (999,0.5) $ [, b+ ~* H/ [: S
- randomstart false
9 k2 m& M3 h2 T6 j# ~6 F - active true# z+ w$ r1 C% X
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
) e( s/ B) V; J - </control>
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" G- N6 J$ @/ E- [2 q- <control>
" q1 H$ K% a' R* C+ A - unitid 3
* D/ M6 s# t; v9 E' R1 q5 y - active true) _6 F8 ?6 v7 D$ e0 p8 o) l5 E* @
- startposition 0 0 04 t8 @" J0 t$ L" D
- lifetime 0 1000
# U% G* E3 Q4 f6 O w( H } - animtime 06 q% b$ y ~, T
- bonename "Bip01 Spine"
9 x* u' G* w: v - scale (0,0.5,0.5,0.5) (999,0,0,0) 5 V8 ~9 O$ C! X$ m0 S4 a& y
- alpha (0,0.5) (999,0.5) $ O2 C" }8 Z& [6 f
- randomstart false( a7 O; P& y1 I/ @1 D' L, A
- active true# d0 I% ?3 h0 P# i# S: Y
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 03 R( R- K5 a! l1 x3 T1 P, e
- </control>/ E/ M$ t1 e* H* ^ Y
- ! ]3 h7 s) J9 D& I' _2 n1 S
- <control>/ x+ O! d# k, R; R3 M8 F8 O
- unitid 4
0 v$ |+ U$ G0 l( ~ - active true& r7 {' I& m* H
- startposition 0 0 05 v* f# b u% u- i0 ]: w1 g# B" W
- lifetime 0 10005 s- r; S2 b- r. q3 G
- animtime 00 k- c! Z A6 `0 U9 ?: {
- bonename "Bip01 Spine" + ?% g f7 a0 i: O7 }9 S( E
- scale (0,0.5,0.5,0.5) (999,0,0,0)
+ q6 @4 G8 y3 o - alpha (0,0.5) (999,0.5)
8 b8 ]: r' l" X6 b s - randomstart false8 T, w6 n2 N/ C4 k
- active true! @2 H' e( v$ ?0 e" z! ]. m
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 03 J6 L6 }# h% _9 d
- </control>* J' f' i2 j4 M1 F9 V7 {
4 W* h- V. P/ T/ ?4 C2 s- <control>
% |8 h$ F U& p& e8 P - unitid 5; L) w" E( Z2 ]- N9 M6 M
- active true
: c3 t1 l; I1 R& _# H - startposition 0 0 08 [. c/ V$ Z. @+ i+ X" B: g6 h
- lifetime 0 1000
7 p- M3 ?, e9 e# N( \0 y - animtime 1
3 l$ t* m/ m" N4 z: { - bonename "Bip01 Spine" 3 P/ s# n8 M/ P5 {6 t3 \; V
- randomstart false( X' Y- G. u8 b b
- active true
+ O5 y8 |# ~* I# G0 F - </control>/ Q0 s) s7 j2 F0 A( S3 v* a. i
' e. j0 d" B4 Q9 T( D1 c- </scene>
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8 ]9 i% G, K8 G V& k/ j- </effect>
复制代码 % o2 M4 y. w/ ?, @' t. W& `4 o
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特效.zip
(408.85 KB, 下载次数: 0, 售价: 10 贡献)
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