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0 w( l" F; A- Y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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2 w3 e6 Z9 U4 e" B# k, ?/ }3 m0 A3 B/ Ceffectdata.02
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+ g' N2 k. u9 G- <cate> 1$ [) [; ]/ p" ^- |, y' V! L1 |
- <effectdata> 0. b; V1 L6 w/ K4 {& |8 R, c- d
- name sp_yellow_hand+ [+ c6 |! d$ y5 Y+ M- e
- unittype sprite
: v. Z7 _ g. R* D' { R3 d - billboardtype camera+ d- c Y5 l+ m' C
- tailstep 20 0 0.1 600 false5 S; [# @5 K% A% z
- size 1.000000
5 c% G6 N" U. {! B* b/ C7 V - backprint false. k% G4 z4 c# t! s# i% ? Y
- disort false
& n2 T. ?, F X* a3 `+ w - texturefile Effect\monster\longch.dds7 X0 P2 {# [6 M6 @0 G9 x1 F$ H
- texturepack 4 Z# Y2 y2 S: p$ x! @7 B% Y
- blendtype add8 A' b$ x; r0 m9 N- Z' N
- textureloop increase, m1 V+ Q" @, g1 w2 ~! {
- texanimtime 0
/ d* M: @/ V) Y* R) C - </effectdata>
# x" T3 u$ o, e0 H- {
: \* I% K: t1 I6 O2 j) C- <cate> 7
" T( q, H2 z/ M$ A% z - <effectdata> 0
2 e+ E* ?/ e0 J0 R - name pt_yellow_short_light_024 l9 S) l, B) _ V5 u( \
- unittype particle- S1 U& w; Y. f& ` L
- billboardtype camera
2 d6 z# A! S- e; U - tailstep 0 0 0 0 true9 j! C6 [, e. ^. x& t2 |
- size 2.000000
* H. V7 v3 Q# T! v9 h* s0 y% p z) H% P - texturefile Effect\monster\light01_orange#.dds
9 d9 f9 t. M2 |# f; O6 @ - texturepack " D- y y& e: d- `
- blendtype add/ B; g2 F. x/ X5 a% `
- textureloop increase
- p3 | E1 O5 P# |9 ]8 O - texanimtime 0
0 J! Y* U4 M+ A; P( u2 i4 A0 K - leaftype sprite
) j- M8 t0 E8 C) F - activestate exploderange0 t$ F/ E& b8 k5 c; r0 A) r
- lifetime 200 200
( t2 S8 c# ^+ J0 B ?' Y8 Q - emitrate 30; F8 G* k+ K% x. M& j; F# R j0 I
- maxelementcount 10
P3 @5 |) e1 G; h8 f) Z* r/ C - addrotate 60
9 [& p; b' K& t2 f/ P/ x" H - velocity 0 05 D! F4 f% H; }: r' J8 \
- acceleration 0.0000006 L/ Q! F4 p" t! N0 z- |. L) p
- spawndirection 0 0 0& ~- e$ e- n, ]; j6 ~
- gravity 0 0 0
% p, h4 K/ N7 R' K$ y - colorrange 0.000000
8 y, y' n3 T/ f1 J - startrange 0 0.5+ S$ V6 _0 D* G
- endposition 0 0 0
7 y" C( g/ X& ^0 n* z1 V% z% Z5 \. { J - particlesize 0.5 1/ @2 A. N8 T' M: Z/ A L
- followdirection false
9 Z E' r) Y# d( c2 Z4 o. r - spawndirabs true! j% j* w5 k! H, s) ^2 B* d. e
- trianglerender false1 }7 c. H/ \5 n/ |4 U6 h. q
- </effectdata>. n% L! T, f/ K4 s2 C2 H
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- <cate> 3
; b$ t% e5 n' x$ K- B8 V - <effectdata> 0
2 b; o( ~8 S1 A8 p% n - name mh_EFFECT_EMBLEM_DRAGON
e( h' D8 R9 b3 A, h8 h - unittype mesh
! K) D! e0 o |7 @9 n6 b- L - billboardtype camera- B, `0 C: n( k: p; j3 [# j
- tailstep 0 0 0 0 false
% O& A8 M" u+ L+ W1 { - size 1.000000$ D9 o" ~" W9 c5 U
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack+ h2 d& A& e2 h* N' ^: \2 ^
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh" L; U2 h/ g/ s4 y
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim' P3 Z& t* U" u0 `$ j" F
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel* i# q* o# h. P* y' p: w
- animlength 0
) [% u% X( O8 n6 U! U# e - twoside true
/ G0 V4 e- O! w/ ^! S3 G - mesh_status 0 0.000000 0.000000 ""
$ W6 i+ z! I8 }$ ?+ y - </effectdata>
复制代码
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- <cate> 5 game
, y' }) X, H# N* k2 a. O2 O# T - # ######## EFFECT_EMBLEM_DRAGON ######### #
2 D4 z$ Q* b* S9 P - <effect>
# Q- q) R6 i+ i. W' @; N - id 1181' j3 h& ~6 W% y! S
- name EFFECT_EMBLEM_DRAGON
4 D/ f$ Z, l. _$ h1 A7 B$ A6 w - culldist 2475082071472936200000000000000000.00, ^$ d- @+ e' y% D7 l1 r8 d: m. a
- <list>- J& w" @" I) c4 u) n9 d4 g5 T" a
- res 1 sp_yellow_hand/ p9 W0 ?( X* B. _# x( N
- res 2 sp_yellow_hand- O3 }: h" \, x8 o
- res 3 pt_yellow_short_light_02$ E2 Q- g' f" p- O I
- res 4 pt_yellow_short_light_02
$ T+ ?: b. {2 ~, _ - res 5 mh_EFFECT_EMBLEM_DRAGON
V4 S) a4 J' H - </list>
' O6 B I9 W( J0 H - <scene>. x) n. @1 H+ ^+ ^2 e( B
- sceneid 1
! A+ d' O `; q( [4 X: g, ~ - name 1
6 a1 V, M0 s+ a t) r2 N - <control>' G. T" {' U6 S* [. n' t# c2 J
- unitid 1
5 G6 D _: [4 ?/ j2 ?: c0 Q - active true
8 G, E8 M% g3 x, p5 X2 z - startposition 0 0 0
) o- B1 y/ s. v' a |6 S. n - lifetime 0 10004 T, y3 d$ g. R2 Y) v w
- animtime 04 u5 F* g% @' |8 b$ ?
- bonename "Bip01 Spine"
& ], _' S( p+ Z - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
8 o/ l$ k" R% l0 i - alpha (0,0.5) (999,0.5) * }/ x1 e9 j+ R. \5 N. ~, p1 h4 ^
- randomstart false6 P/ S( `0 Y h; L0 a, }; N9 @
- active true% `% G. _/ `0 s) A8 k
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 06 i: T, d; d0 M. U! l7 X
- </control>. B0 E' G' K) Z1 u
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- <control>! H Z! Z5 a. Y/ P( `( |
- unitid 2
0 ?. b; ?+ w& b1 f - active true
3 |6 p: Y4 z( I" k* U - startposition 0 0 0* y e8 d+ y" p9 ^ z( B5 c
- lifetime 0 1000
) t$ X2 F# U a4 g, g. v! e& d - animtime 0
' D6 ~# ^, o; l6 \1 r - bonename "Bip01 Spine" 3 B; k7 q+ g: }/ ?) O
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) % {4 P7 B. G% U- L
- alpha (0,0.5) (999,0.5) % \2 d0 @, p! B! C) J
- randomstart false
8 s, ~* `; | f9 X - active true
" y6 E. ^+ E- _2 @+ m% M5 G( K - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
$ g. N/ S! [& I3 y: o - </control>
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- c! q7 m! h4 E' J- <control>' M' \2 H, v8 X7 ~+ f
- unitid 31 X/ Z8 u5 j4 d _7 p
- active true
8 d# t7 m# o% U0 [/ b - startposition 0 0 02 k* z. d* J! `
- lifetime 0 1000% K8 n$ I% s' }8 @- V: Y9 a
- animtime 0% P( ^4 j1 |) g6 `- c
- bonename "Bip01 Spine"
7 c2 o) y o5 {2 ~# Y - scale (0,0.5,0.5,0.5) (999,0,0,0) # \- o8 q6 d( ^" V, E4 r
- alpha (0,0.5) (999,0.5)
* m& v! Z8 [6 p, i, Z' y0 o - randomstart false
8 y! X% i3 U1 i2 @1 \& z& q6 p - active true' m5 ^; t! L0 M: g% ]5 [
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0) s( d' s5 m* X% j( u) u+ r
- </control># \, N. F5 T! [
+ g4 e: a- o, w7 G1 w7 m' `- <control>0 j2 F# l0 }7 j$ |- w& m0 ~( P
- unitid 4
3 f2 O% V8 I* ~3 r - active true9 ]. L- z9 C* W. T3 Q/ `
- startposition 0 0 0
* W; ?3 N3 e. }" v ]2 d" ? - lifetime 0 1000 M- ?! \4 U& s; r% O; k/ F
- animtime 0
4 H6 C8 ^/ G0 m' @& o+ k$ z - bonename "Bip01 Spine" % j# S9 k8 V7 P: h+ |. n! t* k
- scale (0,0.5,0.5,0.5) (999,0,0,0)
0 R" k. A/ |; S: j/ F - alpha (0,0.5) (999,0.5) ! u# a v5 ~# \9 x" ^3 h
- randomstart false/ E! X8 X- d! C# d. w7 {
- active true
: a# j. F2 Y7 Q! }* G! R& Z3 w - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0- r# O4 Q2 I" c* X$ N
- </control>
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- <control>
6 p ?9 r, Q( y- B$ b( z- A# g# @ - unitid 5
! D; j2 w- k# ~0 D# }) D - active true1 Z. h; [" n/ w9 \# b! b
- startposition 0 0 05 ~# [/ Q, u5 s% u
- lifetime 0 1000
5 p2 @ @9 J3 Y* S$ ^ - animtime 1. A$ s" f" Q- `7 ~
- bonename "Bip01 Spine"
# K4 {. X1 P" ^, P - randomstart false
) Z! n! F: x3 J. b* k j2 R - active true
) _3 P0 {+ G7 G, W5 \ - </control>7 F( ~4 n0 V7 P2 |
6 I' f4 V2 H! E( A- {. F1 \7 E2 P- </scene>
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- </effect>
复制代码 4 s6 a1 A" t, v+ w* f
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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