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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3 T* ^" t4 I& k, `+ Z7 \4 k
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effectdata.02
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- <cate> 1
( C* ^* ?; q/ e- ~ \' Z3 C - <effectdata> 0
# \' G( ? y/ A; ?! v - name sp_yellow_hand
" I9 Z% B6 t) _ - unittype sprite
2 t! i! e0 e/ J, t - billboardtype camera. i+ s U8 [8 w- |/ u
- tailstep 20 0 0.1 600 false, h4 q4 n1 Q/ k5 o% Y5 _5 k+ e
- size 1.000000" x9 _9 v' n$ C$ {2 U
- backprint false4 `1 n1 q) N( Y G: A
- disort false
8 k3 S; `% G; t. X - texturefile Effect\monster\longch.dds& `: n/ P3 J+ `6 d0 I" {- `- C
- texturepack
) k* w- g0 U$ u9 k - blendtype add# e8 {( Q. C {+ U0 \
- textureloop increase9 ^' K5 t$ C j# c) ?
- texanimtime 07 V" l q% ^; I# p. N! a% |4 B
- </effectdata># u0 S" F! N# S% B& U2 j
+ S1 O$ Z& e1 ]2 z" @2 n8 x: o- <cate> 72 [1 a: x0 `2 D8 [$ l, `) s. g
- <effectdata> 0) `8 v4 J( Q4 b" q) b0 T7 ?
- name pt_yellow_short_light_02
" K( n' B h8 t% Q/ t( u/ I! c4 D - unittype particle/ Y4 F: K5 Y9 ]( v/ e
- billboardtype camera
+ R) S. v3 S3 R& x6 h! Y" h7 T - tailstep 0 0 0 0 true' b8 T; d% U) X! _% L
- size 2.000000" K7 K7 Q2 ^0 w* |7 X- I6 t0 f& V
- texturefile Effect\monster\light01_orange#.dds! M2 O Q8 y1 `' V
- texturepack
/ g! i3 ~# ^ [8 I% @+ o1 S - blendtype add. @' s5 c4 p$ T! Y
- textureloop increase
$ A+ _ }& T9 {* N: R! r3 C% d( i* ~ - texanimtime 0- J: s1 P% Y+ A8 p/ y/ U. X: X
- leaftype sprite$ {) s0 y8 s' i' X ?* G( |
- activestate exploderange
$ d7 S0 P3 K( }+ k, |/ K - lifetime 200 200
; l5 u( W- I# { g$ B5 B - emitrate 306 I; h" |* Y# Y& s% t! \$ r
- maxelementcount 10
7 G6 ?: T8 K4 M( i9 W+ _ - addrotate 60
( I3 e: U3 q: L! C - velocity 0 00 P5 ?4 p: ^& o
- acceleration 0.000000; s+ y# U0 V- `1 j
- spawndirection 0 0 0, ]: x' C) ^- p8 O% E
- gravity 0 0 02 {- g; ?6 u8 S8 Z2 J
- colorrange 0.000000' G6 `- P7 q2 [# k, w& h
- startrange 0 0.5$ H: N1 r6 G, A6 f- F+ ?
- endposition 0 0 0
: ]0 p) e6 R/ l1 ?; _' ^0 n& u - particlesize 0.5 1
8 N% F v1 J, T; Z3 P$ Y - followdirection false9 U( ^- ]& n% R5 w/ a0 A
- spawndirabs true% @# g3 G6 V8 `
- trianglerender false
/ W4 y1 u' }; @- U - </effectdata>
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5 d7 m5 E1 z! l4 {- <cate> 3
( a) V8 R K5 l! p - <effectdata> 0; R' j; m. D) W o3 N
- name mh_EFFECT_EMBLEM_DRAGON$ o3 y0 d. H+ O2 J4 N* T
- unittype mesh" T! Q, }$ ^8 H6 M; v% B
- billboardtype camera8 k2 m3 c" J- a; {- d+ h5 c1 @
- tailstep 0 0 0 0 false
* k9 x8 u0 A! d: j+ t, s - size 1.000000
1 F H7 P0 [% y$ y4 v# y - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
' m# V5 o2 x. s. t: T/ D3 V% s: Z - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh" |6 [9 A; A# R L2 @9 P9 t
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
. r2 ^: ~) d/ O5 s+ i+ u2 m. f - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
3 Y% d/ o# G1 t6 {; {) e$ t - animlength 08 ?) n# k$ e' L
- twoside true
% E7 u4 ^4 N6 E( u6 P - mesh_status 0 0.000000 0.000000 ""( x( n% g6 O6 s% U
- </effectdata>
复制代码
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0 P% r' h) \) P1 ~ g5 a% ] seffectscene.02
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- <cate> 5 game0 w5 r8 W: V4 y1 H7 R
- # ######## EFFECT_EMBLEM_DRAGON ######### #, M2 }$ D) ?6 q+ A
- <effect>2 {3 b9 b# t1 p( k& \3 O9 k
- id 1181
, H$ A( X8 S# H8 S9 t3 z% W" g0 j8 { - name EFFECT_EMBLEM_DRAGON
2 L O4 m1 c5 G3 p. @ - culldist 2475082071472936200000000000000000.00. w9 I6 b( B1 Y+ q- i$ a% h, s
- <list>" f; h o/ F) Z W$ ?, j u
- res 1 sp_yellow_hand
: s1 a3 ?% s& i/ Q! U - res 2 sp_yellow_hand
+ ~6 L/ F: k- {- w- h - res 3 pt_yellow_short_light_02, p7 ?, D, q9 f1 l! T) Z
- res 4 pt_yellow_short_light_02
6 _' Z+ O4 H8 F7 [6 r- H1 h1 J/ |' w - res 5 mh_EFFECT_EMBLEM_DRAGON% i! Q1 g! G) o8 _# h! t( P, u5 J
- </list>
& p, c& i& ^; F7 l; w8 `- l3 Z; \ - <scene>. A f' u. h) ^
- sceneid 10 E4 M4 i5 ?- x5 K) P
- name 1
! r: I( Z6 X* d1 D0 W/ m7 b. A- l - <control>4 E: {$ M, B! t; G1 g) X
- unitid 14 F# r: {5 k& B6 v
- active true! P5 H$ {/ e$ ]8 n
- startposition 0 0 0- e: v0 f7 d% V4 Z2 |
- lifetime 0 1000
2 b! X( e9 ?8 [) e' Z" y1 L - animtime 0' ~7 P0 w+ w% c6 g, u
- bonename "Bip01 Spine"
9 g3 H) Q4 L" L) D( g* i( v# m - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
, `9 r; C* U9 G4 Z - alpha (0,0.5) (999,0.5)
7 T* I0 v0 H* x; k( n6 k - randomstart false
$ H* z: l x+ \) s% Z0 E/ S8 q - active true
) Z0 ~- Y$ |0 @& M - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0. Z: ]+ D: ?& e1 _% h G
- </control>6 X5 A. K$ o$ r8 X
2 T8 P* I: O. u6 `9 o# Z- <control>4 N% A# r! y2 Z! ]
- unitid 24 _! U( t3 Y- I3 M) z2 N7 c& R
- active true
: K7 c \ Q( X" N4 n+ t( k - startposition 0 0 08 E1 }* b7 ]2 H: @ t' q
- lifetime 0 10001 M% i; L8 E/ W
- animtime 0
" B. a& K4 x" p8 Q0 d - bonename "Bip01 Spine" / N0 w1 Z# h5 A% }# {; ?
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) . S; s3 @0 R0 z* H: V
- alpha (0,0.5) (999,0.5) ; ^+ P$ {8 u& G1 G7 M; O
- randomstart false
' b+ O3 H5 q& `" t - active true- l( ]7 b% G( G$ r
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
7 Y( J. {, Z6 w0 ` - </control>" |# L1 T' ^0 i
4 V! [, ?9 i6 j# p5 U- <control> O- M l! J! ]& M8 N# X& ~4 v
- unitid 3
7 h& s: j8 n) |) g7 S5 C( O* \: d - active true
$ i4 Q& j/ y/ k; q, C - startposition 0 0 0
5 S5 Y# S R# Z7 t( D/ u - lifetime 0 1000
( y1 T$ b( B2 h- O& P - animtime 0+ G$ W- o: N+ Y. Y3 B. L" I
- bonename "Bip01 Spine"
' [5 Y [# ]& h' O- A9 } - scale (0,0.5,0.5,0.5) (999,0,0,0)
8 r5 K1 g+ F$ _$ Y5 c. j - alpha (0,0.5) (999,0.5)
6 L6 [- @- k+ a5 l - randomstart false
: o& i) {3 V3 w5 ~% Q - active true
& z3 {+ W! x% I, q8 Q7 T/ c6 G - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
7 K* ?1 Y8 R* O' l; ` - </control>
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, s2 I5 z+ X6 {- <control>$ R* j5 n6 ^% j
- unitid 4
, ]$ l6 l1 s( M( p - active true! Q* d# e% @! K w9 W
- startposition 0 0 06 p( V' W% ?* Y, ~5 C- g3 h
- lifetime 0 1000" W3 U/ ]! z+ ]8 E# `7 v0 y) e
- animtime 0
" Y2 F/ w) z. ^; R" g - bonename "Bip01 Spine" # P; L4 N4 a2 r# i2 G
- scale (0,0.5,0.5,0.5) (999,0,0,0) : Q6 v8 e) y- D) n4 l
- alpha (0,0.5) (999,0.5)
* e" Y, ]& o3 \4 D5 [! J - randomstart false
3 k: V3 o1 q ^6 b - active true$ M- l; `! l$ _" I) j; E
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
5 |/ ^& `' P$ L" A! e - </control>" L7 e6 m- E& {; N n+ G
- ( V% ^% E, m' K1 C
- <control>
+ D( v/ s) N+ u) c% o# Z - unitid 50 h8 b; e& Q; M! u3 C5 I
- active true
; J* i2 D* @' Q, v: c - startposition 0 0 0- [' i% T! |- K9 V
- lifetime 0 1000* c6 Q9 M6 o/ o# }6 j1 D+ \% q, e
- animtime 1
& N: {4 U& H6 ]! m. r" T - bonename "Bip01 Spine"
# p3 L! q- x4 x( n% o! @ - randomstart false
, _9 H% h1 Y1 w - active true4 ^% z' Z8 y* j" ~. Z E2 Z
- </control>
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( B# ^, ]8 D$ \" {- </scene>; y& k& r1 O+ x9 d# F. Z% Z
# H) t. ?& ]9 ~2 Z: Y/ D9 y$ @2 K- </effect>
复制代码 {$ l) l2 H. p
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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