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2 K% j2 m' }4 L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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3 ?3 v0 r$ j }" \effectdata.02
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) i& F/ I& G4 b6 \: ~. a- <cate> 1
$ X. S4 i/ P- d8 o" a8 e+ X - <effectdata> 0
( O. G6 T2 k+ _7 c - name sp_yellow_hand
" s. o$ v& l8 ^5 Y* E- y0 L - unittype sprite
) J2 U. n0 W t8 j: ~5 c- | - billboardtype camera
* T8 b* ]5 w H4 X0 ` - tailstep 20 0 0.1 600 false
# N, ~- T$ r/ U2 o - size 1.000000
# f2 A" O; _. \" g& k1 o5 k$ p - backprint false; T$ x( f& B; h( E1 E, m2 z
- disort false) w0 [7 x* |* o: s, L! w5 F8 I
- texturefile Effect\monster\longch.dds, J& \7 ^ B9 b4 M4 O5 L
- texturepack " N2 E% y. u, e# ?% p5 a
- blendtype add/ P. t0 i4 j, Q1 t6 Z* b' k
- textureloop increase
+ D' n! X( Y3 p9 Z+ v( S7 m# L - texanimtime 0
7 B8 w/ ]1 Y6 ~" i* ^3 E( F - </effectdata>4 q1 @. T2 L, @( Z: g
' a! k: L; b6 t1 B( `- w$ b- <cate> 7# W+ o, X# ~- t. ~9 a( g
- <effectdata> 0
, g. E( N- \- h1 S" c - name pt_yellow_short_light_022 l' w1 ]* D) p, w5 Z4 M
- unittype particle
' ~3 j6 e, q5 a2 \( b L1 l( l9 C - billboardtype camera/ x! ]% w2 g7 J# l5 H n& R# B
- tailstep 0 0 0 0 true
: Y; K: K' f* k: J0 z, n) e; a& K n& } - size 2.0000009 d% C# U* P% N! k( C
- texturefile Effect\monster\light01_orange#.dds c/ `: m- c7 g3 A6 M
- texturepack
7 t) L. r9 Z3 z- L5 e+ M, L - blendtype add
0 p; i3 y; V: y* ?4 K - textureloop increase/ u- e4 U2 K; S9 X# A
- texanimtime 0- z3 I P$ l6 _
- leaftype sprite5 b% D) @4 m3 l
- activestate exploderange5 C8 k, U2 E: w
- lifetime 200 200
; b8 x+ _! L9 e* Z - emitrate 30
& @3 X( z4 r" O9 J7 f, L - maxelementcount 10
, @+ B6 m7 w/ L: _6 A3 V - addrotate 60
W& }; K2 _0 n. I - velocity 0 0" {5 K. ~- g& L& {) Z& H2 y
- acceleration 0.000000; V" F( w ? x: z) D
- spawndirection 0 0 0: b8 U' ?/ @* ]
- gravity 0 0 0
9 O* i6 e2 ?2 N6 w) l3 x9 { - colorrange 0.000000
7 L k& E+ n( g3 L6 m5 ^; r - startrange 0 0.5' Y. `7 n( D6 f" x! q G* s
- endposition 0 0 0
0 o6 U1 l8 M" D+ K' G# i' P" T - particlesize 0.5 1! K3 S. X7 k/ D3 _# X5 l( W
- followdirection false
2 T t' a" G% p% B$ W- T# v0 { - spawndirabs true
1 d) E3 n& _+ H! J8 F% v - trianglerender false* r5 O0 r; k7 K: U5 g
- </effectdata>
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' j. x/ z( `% u( h$ D) X D C- <cate> 30 N! b* t" M% D- t g) d
- <effectdata> 0
) T& ^0 P% h" p4 k - name mh_EFFECT_EMBLEM_DRAGON
" R1 [& x( t4 x: \ - unittype mesh% m7 I1 \8 N j/ t) I' h: u
- billboardtype camera$ \( j: Z+ Z, F) S' n9 X# u
- tailstep 0 0 0 0 false
E4 t% O0 _) o* i9 m8 h4 K j - size 1.000000
2 ?+ M1 U+ p. E4 L; H, Y - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack0 `9 c5 C2 x! k2 f4 l4 m3 `
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
6 V( \6 A U8 D' J2 b0 o: t7 m - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim, t9 Y5 u8 k" H7 v9 @
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel$ d1 p+ e7 C' t/ `% X! {
- animlength 0+ j0 I0 [9 j: }
- twoside true% r6 J R) U3 n& g
- mesh_status 0 0.000000 0.000000 ""- K. i- r& d0 A2 f1 A
- </effectdata>
复制代码 , |% C% p5 M& r8 V8 r
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effectscene.025 j: [2 i8 e4 a0 S
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- <cate> 5 game" l. Z' O7 ]/ ?6 r7 Y: o2 _+ u
- # ######## EFFECT_EMBLEM_DRAGON ######### ## [" ]4 t: B3 Z- i* [
- <effect>
1 F6 h1 D0 U8 @7 C# v4 J - id 1181
/ ?0 y/ w5 d% F7 i/ N - name EFFECT_EMBLEM_DRAGON# q$ e9 c; ?* E9 @3 x
- culldist 2475082071472936200000000000000000.00
A e0 U' X# D - <list>
& [9 D5 k$ _7 @$ C: i% j - res 1 sp_yellow_hand
0 e3 m9 r: B5 R, p - res 2 sp_yellow_hand `9 a$ _. x% u! M; _" P
- res 3 pt_yellow_short_light_027 V6 U+ _- [4 Z4 y
- res 4 pt_yellow_short_light_02
5 Y) g& Q7 @: O6 Y+ P/ v8 n: x - res 5 mh_EFFECT_EMBLEM_DRAGON
7 e9 H* Q+ e! z6 S. n5 ? - </list>6 v) g2 O# D7 n2 c
- <scene>
$ Z% {/ G" T$ C4 U3 d4 S - sceneid 1; ?7 R; w/ R5 j# A0 ~+ P3 X
- name 1
: |6 @5 n! {( e - <control>, y! M$ ]8 p$ P4 t9 D
- unitid 1
8 i4 C( v) L$ @! }3 E4 e# Z2 y - active true
, A4 N: {$ Y/ Z# L4 k, [ - startposition 0 0 0' Q. N$ @8 [% {+ v1 h5 k
- lifetime 0 1000+ m- U Y( ?% ^" g; ^1 I" G
- animtime 0: V3 T w. T; r* t
- bonename "Bip01 Spine" 1 z! A! A- p2 {
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) - r2 D) I8 h- R/ z) ?% e
- alpha (0,0.5) (999,0.5) + H3 l- h6 n( d4 U0 B1 W B
- randomstart false! y% N! a+ }! j: {9 U
- active true
" {% h* `0 d% a- A0 F- }" c/ M - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
+ L$ j6 L3 Y9 I - </control>
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- <control>
; O1 a1 d. M8 V: b; N/ k - unitid 2- O. x- C/ W9 Y* s% j/ n0 t9 p
- active true% }3 \& A, ]) j2 o ]
- startposition 0 0 03 q% _3 D1 {9 d* ~$ O1 q# K
- lifetime 0 1000
4 |5 @6 N: L/ h' u$ | - animtime 0
6 {: I' i, r2 v - bonename "Bip01 Spine"
# |) b( q F8 O6 o4 C, o - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
- [9 M: ^7 V8 n' ]9 x - alpha (0,0.5) (999,0.5)
5 ~2 t E; `, w0 J6 b$ Y/ m+ F: N - randomstart false+ w, T: N! g" y4 Q$ @# P( J9 s
- active true
7 b' ?0 i) w, `: X+ h - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
2 C0 s( @# l9 e6 b# t6 X! ^ - </control>
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- <control>
2 u/ p. I% T3 X6 m! I - unitid 3
+ ]- o& H2 b+ {- ~* g - active true
2 G' d) I. l: S$ j4 I1 | - startposition 0 0 0
' M% f+ I) Z8 @- j) _& T u" \$ i - lifetime 0 1000* P, Z% b+ z! p6 Z( o( E# o t
- animtime 0: @& l! o; j9 o0 M9 a9 Q
- bonename "Bip01 Spine"
6 Y! J s' p$ u/ K - scale (0,0.5,0.5,0.5) (999,0,0,0) 4 a0 O1 H, D( F. T" @
- alpha (0,0.5) (999,0.5) - A. h; C# U3 t
- randomstart false: Z4 k4 i( b2 L& ?% y0 g) C6 D1 s
- active true4 J, D3 x' a0 u5 ]$ H$ S- Z& m
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 09 b( C7 g$ ~4 W$ Y% ^7 n
- </control>! b5 C! o/ ~& n# p3 ^
3 @" ?1 W* a* R9 c' T( o- <control>: X3 p. W1 V1 x6 }3 z5 ]1 S/ x' s
- unitid 4
8 A, v9 _3 O& q" L" U9 B - active true
5 U/ n" w7 k1 D3 \ - startposition 0 0 0) {% r/ X, ?1 n4 w6 o" W
- lifetime 0 1000
$ [9 O6 | r& M# g) t0 M: Y1 c - animtime 0
7 D7 m; w( L4 Z/ U" ` - bonename "Bip01 Spine" / `3 F+ }( a2 B8 m
- scale (0,0.5,0.5,0.5) (999,0,0,0)
( u% Y# s# r; o5 K8 C - alpha (0,0.5) (999,0.5) , o' x% C/ P* e9 r
- randomstart false
# T7 O! D8 C# B4 z6 T- Q4 o - active true
+ q# ]7 }. O/ m% G - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0- ]8 t% @ p' q/ U. w5 S! E
- </control>* z# T' i6 C# r) W! D' J8 ] ~
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- <control>
0 r0 ] y9 ?2 b9 Z" O3 z - unitid 5
' w5 i: Z2 U" b1 a8 _% |8 f - active true$ v; g8 m( n, r) m! Q# O
- startposition 0 0 0/ Z" c8 ^# }1 g3 W- U
- lifetime 0 1000
6 ~( h2 a& j+ E; }8 a( Q) n! }( D. I - animtime 1
+ }+ {/ w* R7 l0 X' X" X2 F. V - bonename "Bip01 Spine"
3 q/ w6 w+ J, K! F$ H% W5 X6 E$ o% } - randomstart false
! t2 K( w- n" {4 X6 j6 D3 { z: } - active true% f" Q! N% N8 ~: D& y! P8 L
- </control>" F* I% \7 o) s3 h( r/ N
/ M9 K4 A& L, N0 M. l }- </scene>
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- </effect>
复制代码 : s) g4 D* |/ x' T7 \
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特效.zip
(408.85 KB, 下载次数: 0, 售价: 10 贡献)
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