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图片可以任意修改替换为别的图片 ; X$ S9 f4 G$ D0 w) {3 N
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3 F1 l1 c" f4 o7 K. j6 z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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. j3 L( L# @# l2 {, j. c- <cate> 1
9 h+ j+ ?# N, a; p" {( } - <effectdata> 0
8 ^9 ^' b* N" }8 {: v$ e6 q - name sp_yellow_hand
' B$ ^3 }. j: H3 R. z - unittype sprite! a! S# t: d% J# a) n
- billboardtype camera7 }6 b5 c8 K) y. C3 {! P
- tailstep 20 0 0.1 600 false
/ X* x6 t: X; j( n4 |: g - size 1.000000
6 A$ y4 J9 G! H) u1 |1 A( c! L - backprint false
# g# j' U0 J1 [ - disort false8 s7 w) e L# L" t7 g
- texturefile Effect\monster\longch.dds6 i( F3 z) d& `: U
- texturepack
9 O7 b; _6 z! O# q( j - blendtype add: }4 a1 D3 ?* l; k! X
- textureloop increase
Y: o, o4 Q# w( p0 d! E. N - texanimtime 0
7 w9 o# E3 d @# Y6 n8 x/ { - </effectdata>
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- <cate> 7" J9 o9 k' V# K
- <effectdata> 0" _0 K1 I; g! B2 z4 \1 s9 H
- name pt_yellow_short_light_02# R' t3 y! Z9 u8 q H- b( @; F$ d
- unittype particle
0 y, [6 C6 s7 B! {9 x+ `( E - billboardtype camera& g/ ^+ F) b5 G/ l
- tailstep 0 0 0 0 true: j: A' Z4 a4 k$ ~; U+ m) L5 R# X
- size 2.000000% e& }2 }! q8 m/ J2 _
- texturefile Effect\monster\light01_orange#.dds1 L7 O N. L; ]" A+ k7 X1 Q1 X
- texturepack
5 e3 i, r( K4 k: X - blendtype add
6 K6 o5 W# d# |5 ? - textureloop increase
0 V. z4 L: d: M( e8 l u! s - texanimtime 0
; i- p$ ?& Y2 z! D2 r b - leaftype sprite3 l: N7 q- H, q: O% d9 |% t
- activestate exploderange
& d* @% j) K3 u( C$ G% r6 K7 H - lifetime 200 200- R3 z3 ? U& b( u
- emitrate 30
, J" y5 i5 Q& O# a8 t6 e - maxelementcount 10
( J9 q' m; s$ V- [& g; o - addrotate 60# c* T5 P5 I- i5 U
- velocity 0 0
/ \4 w/ g) e0 ~6 ^% \ - acceleration 0.000000
, c9 N7 X- l9 z/ t4 \ - spawndirection 0 0 0
* G8 j% m. C, j, ? - gravity 0 0 0$ S' p+ Z6 K1 Y- ^; W) G
- colorrange 0.000000- I* m) J3 o9 F4 }& y! L0 v
- startrange 0 0.5
/ `, y3 D# b3 R3 U' ~0 B' e( S ? - endposition 0 0 09 P* w5 d: A9 {" J7 f$ Y4 R
- particlesize 0.5 1
& y1 K5 B& S- s! @; y5 i - followdirection false
# \! ?+ G* X. y3 B7 |+ d - spawndirabs true, x0 V. i- N0 P7 Y* ?) H- h
- trianglerender false
9 I3 d0 S6 u4 I, K, I - </effectdata>! I- t" k9 C$ l; {
+ {' h x8 b% U8 h- Q# }+ x& r- <cate> 30 S0 }& k9 {5 q0 Q
- <effectdata> 0& T( ~% ]) d) Z9 J
- name mh_EFFECT_EMBLEM_DRAGON$ u- U" U7 z: m$ d7 ^* R
- unittype mesh: c# \- f' _. A) n3 u4 [
- billboardtype camera
/ M. m5 z3 R$ \! _+ x - tailstep 0 0 0 0 false- L) [. }( x) O |! |$ o* a
- size 1.000000
( r5 {* ?* ~! f7 z1 J - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
5 e0 Y. X$ f1 Z - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh1 c* L1 L7 l9 n- L' m3 K
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim# [+ r# Z+ |2 |! x. |# F5 e) {3 p
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel' x& p( R2 y" s" B" B6 c9 l- d
- animlength 0
' Z2 `3 t6 Y. Q7 y - twoside true+ f& j; m; k; {+ ?& ^) _3 B- k1 s
- mesh_status 0 0.000000 0.000000 "". Y) Q8 x' W: j$ }* E3 @& L
- </effectdata>
复制代码
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effectscene.02
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- <cate> 5 game
# ]% G3 b$ S( j( d7 _ - # ######## EFFECT_EMBLEM_DRAGON ######### #9 J. N- m4 o5 r& J
- <effect>
) @) s4 ?8 _/ \7 h0 F - id 1181
2 T- c3 ]' c' \( c& g9 z - name EFFECT_EMBLEM_DRAGON
# y4 c4 x" U9 ` x' ~6 @6 W; y - culldist 2475082071472936200000000000000000.00
; r6 _9 R) ~0 [# B - <list>* i$ [' H0 h0 O& v4 f' {
- res 1 sp_yellow_hand
. }0 M! a/ D7 ]. m ] - res 2 sp_yellow_hand* g! t' a, w3 J- X: n9 W5 ~
- res 3 pt_yellow_short_light_02, t+ }9 q5 F$ |0 c% |$ f
- res 4 pt_yellow_short_light_020 X5 J1 P, c4 j3 W ?
- res 5 mh_EFFECT_EMBLEM_DRAGON0 _# W/ U: o2 H
- </list>4 v/ u J2 U7 ` U( M
- <scene>/ Y( a& p3 J# P, X/ U' B3 Y
- sceneid 13 `1 k& ]+ N* w' o( `
- name 1
6 \% a( j5 [4 ?5 N - <control>9 }$ H9 l3 n7 o. |/ a' a3 L% s
- unitid 1
2 x2 e8 W6 ]+ J - active true0 ]# C) {) Q E6 j
- startposition 0 0 0- Y9 f( T; W- a1 ]# O& _+ o
- lifetime 0 1000* m" A% \! O/ b$ i. E/ j+ c/ o( g
- animtime 0
# Z+ c* P/ ?% j( j - bonename "Bip01 Spine" & }( h* e0 K6 a
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) Q" S5 n; d9 I" c, V# m( k) e
- alpha (0,0.5) (999,0.5)
/ R& ~: e. d1 s1 s/ u9 L5 y# I& j - randomstart false
9 R4 `7 G3 [' \- n8 x4 s - active true% F! m" R9 J/ Q& r6 d; s" K. p
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
5 U/ ]; N/ x; P" [8 `* r# j6 J - </control>( D/ ]& n5 c* S: `5 V( M: C' j2 y
. s2 m C% I: k7 L( s1 p2 X- <control>0 p n* p' m* W8 z; k9 O6 g& e) E
- unitid 26 _. Q! k& X) n0 |- f. d
- active true
! G, d' O* Y6 ^$ i - startposition 0 0 0
1 h0 i9 I2 ~" K$ v, ~ - lifetime 0 1000
& O- @2 E! D5 y5 B% {& T9 e - animtime 01 c1 k0 m# k. _9 L- x- t9 C
- bonename "Bip01 Spine"
; ?4 Z- W9 |1 R' ` - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
3 _; i$ w0 @( r6 c# n6 f - alpha (0,0.5) (999,0.5) . J; P$ M2 K, j- j6 ~) Y2 t1 j
- randomstart false' [1 `4 {0 Q* g7 I6 U/ {
- active true
l9 v8 u+ @' [* k* J( o6 T' z3 O - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0* ^/ @" E* D% \2 d
- </control>
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* @, b& C. M5 Y* m3 u5 \- <control>
% R; d$ Z+ v* A& Y, [ - unitid 3' ~' M; [' x7 t V1 P$ h7 `
- active true3 [- F6 [- O$ o9 \
- startposition 0 0 0
" y* c$ h8 f$ O+ T' a0 y( s - lifetime 0 1000
1 h' R- c7 U/ o4 |& ?- `9 Q - animtime 05 n9 C# ]5 r, i, B
- bonename "Bip01 Spine"
: t) U5 A7 a7 x, F! O - scale (0,0.5,0.5,0.5) (999,0,0,0)
* I6 F# p- v5 f: T) s - alpha (0,0.5) (999,0.5) ' m7 X4 ~# c6 r+ p, p7 \
- randomstart false
9 f$ U v4 e; \' T( C8 k: Z - active true
: [) J; Q8 J) E7 y5 g E- \ - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
4 U7 ]# W6 _) q# n; d5 i# J a0 n - </control>
9 ?( l, }& R: v3 z; G3 b5 l. G - + S$ n w' u+ M3 E4 a( N7 X7 o4 v7 c
- <control>
% g. ~# y* c7 P& n - unitid 4
+ R( Z% K$ {* D; L9 p - active true
5 j- D1 d7 t8 x A2 }$ x$ [ - startposition 0 0 0
+ A4 y0 ~6 @8 q - lifetime 0 1000 R; q9 z; n, M
- animtime 0
" M5 }) f! i1 ~. u# E8 h - bonename "Bip01 Spine"
- f" J( U& N G" Q - scale (0,0.5,0.5,0.5) (999,0,0,0) $ U! u9 E: X: d1 T( h
- alpha (0,0.5) (999,0.5)
, {4 E4 H& S( a( w- L4 ~' n& V - randomstart false5 e; E, y+ r2 V
- active true
. ]& V" y# b( b - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
7 m; t% L3 E& N7 G - </control>& B/ `3 B) w) `) T
- ^( J! p; O$ p# i" D+ |- <control>
6 h9 F$ A6 A$ z+ s - unitid 5- Q% A4 O! ]6 N2 d
- active true; N* f6 T( W* m
- startposition 0 0 03 u" x, {7 S/ K/ j- M
- lifetime 0 1000
6 m$ F/ V, [8 e - animtime 1
V" G, W: q* [. t4 h - bonename "Bip01 Spine" . u' u- n9 z( W+ W4 f, P
- randomstart false
R0 q) c, L) V2 e2 _- B - active true! `8 B( y v; H$ Y. Y
- </control>
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5 ^3 ^5 f4 ~2 y) z3 P5 _2 `* S- </scene>: U) s; [ @7 Y% z2 W
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- </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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