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6 k( k; x- w. I图片可以任意修改替换为别的图片 , k# W! b. v4 i
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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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effectdata.02
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- <cate> 1% F- v/ r" p" p" r+ T! S H1 E
- <effectdata> 0
9 \* p$ i2 n6 x3 Y0 f0 o - name sp_yellow_hand1 V/ `- @* c1 U' ~
- unittype sprite
- `! @; f% o6 F - billboardtype camera
1 r) l @: P' G0 z% V& Y3 [& \ - tailstep 20 0 0.1 600 false
) I" N0 |% ` x4 c* u, K( A - size 1.000000
. h5 r; x$ r/ w2 j, U0 W0 A - backprint false
7 d; g3 }1 C# b1 J/ Q$ S. r3 N - disort false" a( P D6 T# H# Y1 Y
- texturefile Effect\monster\longch.dds/ Y) U i3 I% R2 b5 |
- texturepack
* {0 Y: @+ g2 |! I5 J" @6 } - blendtype add
; @ }: v3 l# p - textureloop increase
" |; m4 N3 Z$ U - texanimtime 0
( A* `' |# V7 d2 r7 ^. H - </effectdata>
* z7 a7 t3 ~! Y( A - 0 A. ^- E7 U; ^. Z+ p1 t8 R
- <cate> 7
3 I: n: O, b0 B& R/ o/ D - <effectdata> 0/ h; ?# V% i) D' U
- name pt_yellow_short_light_02% _1 j+ g8 Z! j$ M. I# p; R n
- unittype particle
' Z8 B( }6 i) [! G( K) k - billboardtype camera
$ d: M, Q% Q7 f8 K: B3 v+ w% | - tailstep 0 0 0 0 true- ~! O* ]# R' @+ ]2 v+ {" i
- size 2.000000: F8 F/ k) ^! J( `: S+ M& N
- texturefile Effect\monster\light01_orange#.dds0 u: `' W. `& D1 E% I
- texturepack : T9 c% s3 `8 m T5 \
- blendtype add
7 F5 Q* g( N& l0 H9 |. v - textureloop increase% D& {' z/ ?% ~
- texanimtime 0! L7 P7 E- _6 P
- leaftype sprite2 v* l) y/ O A0 H' {
- activestate exploderange
( X) W+ C# v2 j Z* \0 W& P - lifetime 200 200/ I6 H J) A+ [
- emitrate 30
6 T" ?& E' j7 S. U6 g- ?0 L2 D - maxelementcount 10
( i8 q& m! v" t7 A2 M - addrotate 60: {* i0 z: C# F2 c3 @2 ~2 A P
- velocity 0 0
4 T3 F/ V6 m: _ - acceleration 0.000000
6 Y1 ]" k) b$ J: r% A - spawndirection 0 0 0
. [3 H- E3 U: E, A3 F' Z3 Q* @& t - gravity 0 0 0
( {2 ]& k) N& b4 m3 q* l - colorrange 0.0000007 @5 A; H, R; T6 ?5 k
- startrange 0 0.5
_% f+ g) q/ h - endposition 0 0 0; X5 z9 Z/ f7 b
- particlesize 0.5 1
n" T* ]0 D- s9 a' F/ K - followdirection false$ b8 E$ M: ^: i2 t: w. |, M
- spawndirabs true e/ d) D* M& Y3 W; A
- trianglerender false
( {2 E5 @: ^! ~2 |' Q0 ] - </effectdata>0 D9 P/ F$ `9 `- R' J9 M
/ @* j3 \) n0 D" z" i6 h3 ~2 |- <cate> 3
1 ^( b- E; i1 e" Q2 g' P - <effectdata> 0! V! s# g! z) d$ T M5 g J, G& l
- name mh_EFFECT_EMBLEM_DRAGON
5 a6 W) L7 C( ]2 A1 T - unittype mesh I& T* E+ D/ i7 S
- billboardtype camera9 q+ s3 j' e0 ^. v- x
- tailstep 0 0 0 0 false/ o8 n9 v" w& V$ q
- size 1.000000
5 ?1 J9 s$ l/ U5 s3 U T, K9 E1 d E - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack A, N7 |% n: b
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh! Q" C7 K* T* R: v/ }: ~
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
9 J" J B0 | R* u% Z8 a9 Z4 C - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel6 D! {' K4 ^( Y5 |. Z1 Y
- animlength 0% A" P. {" N, @0 w
- twoside true
% f, e. r$ u' Z8 H - mesh_status 0 0.000000 0.000000 ""
! ?& w0 ^" V( h; n7 F - </effectdata>
复制代码 4 l* I5 G" x$ O7 |/ P
$ Z; {& P/ A" _! w; p* n J% \effectscene.02
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- <cate> 5 game; O+ A s# d: Q+ r( ^9 c
- # ######## EFFECT_EMBLEM_DRAGON ######### #. l3 |$ z( T% A' A
- <effect>
* b8 g& g0 f# S9 N9 s - id 11818 G. {8 B" o( [; G9 O1 V2 K9 Y
- name EFFECT_EMBLEM_DRAGON
+ n" G2 f5 R2 {$ u2 Z& ]" ` - culldist 2475082071472936200000000000000000.00
- i: W' y; |' N - <list>, m( q0 ?3 v1 e/ D' O P8 Q3 H
- res 1 sp_yellow_hand
U( z. J) D* C& D% |" a - res 2 sp_yellow_hand
6 U) m0 U& T% S+ h9 y/ y - res 3 pt_yellow_short_light_02& x' B0 u$ R8 O2 W
- res 4 pt_yellow_short_light_024 o2 J* U" J8 [& h2 l: i8 C
- res 5 mh_EFFECT_EMBLEM_DRAGON
" M8 l1 ^5 y8 r( M1 n; b2 @& } - </list>
) ~8 {$ E8 s0 p+ h/ l7 ?' O - <scene>
& w" }% m% H! Z4 N O; H - sceneid 1) ~9 Q& q2 d2 s4 x; d- A& m
- name 1, }0 b2 J7 G3 t: j
- <control>1 l, B6 p4 @/ P- J
- unitid 17 k% f# `$ D# a
- active true
+ w: w4 s# d' k- g( s1 e6 [# N - startposition 0 0 0
8 Q" [; `: y3 F2 J/ y - lifetime 0 1000
0 E1 o. P& a5 O; L - animtime 0
# y6 d( L0 [$ Z. x0 c - bonename "Bip01 Spine" 1 ]! H, |" V) [( D+ _- I" O! d
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
- h8 z* F% _9 h9 H j - alpha (0,0.5) (999,0.5)
* ?" W; R$ Z" P5 u" x' F3 B/ t8 w0 K - randomstart false
( |. z' E5 f& w( z" d; _ - active true6 n" r, h5 E* d g( C2 c! p
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
& v# e( K3 A& p, g( B* U - </control>$ n: y! F! P4 d; x& o
* f* I/ Q; p* ~ h8 g- <control>
/ [- \; e% S: j( Z% g - unitid 2. m: k( V+ l) M
- active true
4 d, j3 G, B# T- e" ]2 J - startposition 0 0 04 m A3 C. Y* z( T% {9 r8 a9 I
- lifetime 0 1000/ T. c( z: A) S
- animtime 0: a0 H' ]" n/ r" v5 v# Z, v1 i
- bonename "Bip01 Spine" ) t. e' P" T3 R4 l: H- z, q
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
7 `, z: L6 f2 ^! @0 A! X" x7 A - alpha (0,0.5) (999,0.5)
( r. \* l. W3 r. n - randomstart false
9 e$ b1 l: _/ x2 X" \! i. R2 I# p! \ - active true
0 r0 C' g9 Z/ t$ K$ {# C, i - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0/ d1 l, Z8 L* |) ?# I( l7 h
- </control># z \' x, Y n# Y- I
- & j& O5 T* F8 `4 X7 `+ U
- <control>
8 s+ ?) [6 i8 ]+ i - unitid 3
' ?4 [" @& o9 @. K" g" _; g. f - active true: N/ T- ~4 }3 Z, h
- startposition 0 0 0. @ q* }/ [$ O) T/ @
- lifetime 0 1000* z3 \9 w- N! w8 Y/ ?
- animtime 0
: N8 ~% `5 [0 g" d! I, M - bonename "Bip01 Spine" 4 {* _: L8 O. Q/ m5 \
- scale (0,0.5,0.5,0.5) (999,0,0,0)
9 h: _4 N( N) p' S, x* \3 h9 E - alpha (0,0.5) (999,0.5)
7 r- Q" f+ I. e. J: ?) ]. y* G - randomstart false
$ x. Z" S6 K( @; k - active true# w" z2 \% E! I
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0& T# c9 J1 l( {8 K
- </control>" x0 f/ u. T# K' ~: E
( s8 M" s: F9 D6 z0 i: {% k- <control>! B4 r8 B5 w6 S& o+ u h) F
- unitid 44 X5 b$ x3 e( q: A/ K( h
- active true
* ?* q! B6 |, i7 K1 j! {8 y ? - startposition 0 0 0: J' M% \7 D: u) [
- lifetime 0 1000
6 C7 D$ e9 C6 A3 n - animtime 0
6 n, a) O# `0 D - bonename "Bip01 Spine"
, L# {- w6 i( m) r - scale (0,0.5,0.5,0.5) (999,0,0,0) 8 P/ p) o* T) P9 W( w
- alpha (0,0.5) (999,0.5)
3 U; S2 ?5 P+ d9 z" U/ e - randomstart false9 h% |0 {* e2 C% M$ c
- active true7 ?# G4 r% V* P' \1 m& t
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
5 g9 J# a& W: p* w# G$ R - </control>
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# L h9 K" s0 T+ K L; ]- <control>
& k" K- _& f- R$ D1 U1 I3 p7 h" b - unitid 5" l3 _; d2 F3 N$ r) K! K# H
- active true
7 r7 E0 a8 M3 Q" s5 B( ` - startposition 0 0 0
J% }3 \; i% A - lifetime 0 1000
( c) ]! k7 V8 I6 k5 z1 h: e - animtime 1
- N( {8 C$ V7 N - bonename "Bip01 Spine" 9 f+ o5 p% I& u9 u+ i) P
- randomstart false
1 t7 b- L1 H# s& g" A0 y/ B0 a - active true
0 j3 ?2 ]0 C2 q1 W1 v& U. v5 I - </control>
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- </scene>
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, K& J: }, A; P- </effect>
复制代码 % q d/ T d, N) e, t" O& c3 Y
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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