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图片可以任意修改替换为别的图片 ( X6 c. E: K1 J% A$ A5 U
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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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1 a! e: h" ~# O$ m* \9 o }; t- <cate> 1
" Z. {1 ]- z6 \$ v. h - <effectdata> 0
/ }4 b$ a# ~3 z# A1 H - name sp_yellow_hand
( w! |, g; d3 x* \" y$ S4 f9 e) |, v - unittype sprite2 q9 v$ q) H1 ?& ^" B I
- billboardtype camera5 z1 h0 G0 f( V9 m1 [0 h) q5 P
- tailstep 20 0 0.1 600 false" E; _! ], E1 S- q% p5 L1 l1 D
- size 1.000000
0 }3 L! ?8 A( g3 o% I2 r" s2 _- Q - backprint false8 z8 z1 i6 x. }9 ?' s- M2 c' _2 t4 ^
- disort false
( {0 b, K$ n% A' n4 T - texturefile Effect\monster\longch.dds1 ?1 b* H1 x. W
- texturepack , F' k" E( F9 \+ N' B1 `+ a9 S
- blendtype add) {9 J: A9 [1 t. x' i0 Q$ `& `: R
- textureloop increase' e& U9 M. O! j* G) {3 q
- texanimtime 0- H- \) t& w# M3 ?
- </effectdata>
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- <cate> 7" T5 s5 ?7 X/ j% U2 O h* t
- <effectdata> 0
' b! D0 C1 B- I* k) M - name pt_yellow_short_light_02+ I) b, N5 o7 ?* z$ o3 g5 Y* \
- unittype particle) m4 K2 ?$ n" C) Z
- billboardtype camera" @: H& ^% D* z9 R: B
- tailstep 0 0 0 0 true. w1 M8 ^! q n) c: J
- size 2.000000+ x4 E3 }7 t) }6 j2 L
- texturefile Effect\monster\light01_orange#.dds
4 M& q! X7 u2 U - texturepack 4 Y, {5 X/ v5 m1 J3 X
- blendtype add& ^$ O3 c. I$ _5 O& E
- textureloop increase% l1 w j4 [; ?
- texanimtime 0! z! }" K* g: S' W/ e
- leaftype sprite
0 T( \3 H/ g0 N- ?! J - activestate exploderange
- ]$ x3 U) X3 { - lifetime 200 200
. g3 p6 P* S$ a - emitrate 30
0 y' f) V& Z X5 s" [! f1 `" X - maxelementcount 10
1 |; u, [" o' C3 Z# [9 P, ^: K - addrotate 60- h0 W- s+ k% M
- velocity 0 0
+ i' A: H- d2 ]3 p - acceleration 0.000000; v8 ]$ V* B: s5 U* b
- spawndirection 0 0 0) F9 z2 X2 }6 N
- gravity 0 0 0
0 h/ p# T( {# z8 B+ | - colorrange 0.000000
* x7 {' B& S+ a+ Z% E/ @, F# t - startrange 0 0.5
& Q! ^ U1 W' C, K+ `6 U - endposition 0 0 0
5 i7 y# n: c6 l& U/ \! `% V - particlesize 0.5 1
: X0 G) V5 B0 A! i( z! e8 ~ - followdirection false
4 g: I# G0 F/ W/ P, J% v/ E3 p - spawndirabs true
9 y) ?: q" l: f6 n0 C2 | - trianglerender false
) t* [9 S7 m) T$ I; f1 j - </effectdata>
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! l3 I: D* k7 G7 ~, u7 H- <cate> 3
* f: l' N* Z$ [ - <effectdata> 0; L7 b9 G9 V7 ~. G8 W8 _' R- q
- name mh_EFFECT_EMBLEM_DRAGON) @, s' i/ }, ^4 P9 l9 |
- unittype mesh
0 }# d9 P! D' L& b* A - billboardtype camera+ w/ I! _1 s2 _/ k: Y6 U) T/ ^4 l
- tailstep 0 0 0 0 false9 a' z J4 C, X7 f' p
- size 1.000000 B/ F, R4 `' u
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
" R$ n) ]# w. h9 o - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
+ ?: h) T* i& O# J* e* b - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim% |* {1 S) ^+ @- \- t
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
, F6 j3 C6 @& z }( N' ` - animlength 0# D5 Q% W4 X& n! t, U) v
- twoside true
$ B4 p* |" t7 P" K& ~ - mesh_status 0 0.000000 0.000000 ""
9 S$ }$ c2 v1 U* @; D - </effectdata>
复制代码 ! x7 A [. _+ K2 w6 @. C- d$ U0 i0 \
# z$ P$ g9 q3 q' zeffectscene.024 R3 Z4 e9 F. T+ _# w
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- <cate> 5 game# h2 J4 {+ Q6 c2 @6 b
- # ######## EFFECT_EMBLEM_DRAGON ######### #% |* ~! u$ ^ k/ w2 Z% O) N
- <effect>. \& d6 T: X* A( G; y: F, j9 m
- id 11811 C/ d/ }1 ]2 ?. u% X
- name EFFECT_EMBLEM_DRAGON
* N$ `/ C1 ]% S, N l# @ - culldist 2475082071472936200000000000000000.00
/ v- _+ l- M: |- L& j2 ~- j - <list>
( W7 ~0 O/ [. ]+ [1 m - res 1 sp_yellow_hand
% j& a/ L4 a$ j4 M& A4 p4 A - res 2 sp_yellow_hand( g6 n) x0 m$ l0 [5 I
- res 3 pt_yellow_short_light_02
$ D# k/ \: M3 y) S - res 4 pt_yellow_short_light_02
* f; a- m$ _+ T, y. |6 @: v S1 p - res 5 mh_EFFECT_EMBLEM_DRAGON2 ?3 M9 D: m, b. {
- </list>7 q4 N7 d5 L& ~/ j2 c$ p) v
- <scene>
1 p) _* ]+ U$ ~ - sceneid 1
2 V3 Z; R6 y# w! G i$ {# } - name 1
9 V3 j. W- E# z S - <control>
2 ]( `9 w* R$ D l4 n+ W5 @/ i - unitid 1
' t2 a- T! b8 |' P - active true
) E l& c: ~" X p7 | - startposition 0 0 0! q7 v( x4 V9 F& X: T2 G [& @
- lifetime 0 1000
6 t% H6 M( f9 @' @& n' K - animtime 0, ]) x6 G1 K# ^6 f( K$ u3 t
- bonename "Bip01 Spine" ' [- \5 X* `% G. F
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) . t* E8 p! k2 D" Z+ e* @0 B2 r
- alpha (0,0.5) (999,0.5)
! f, J7 m x* J; D7 e: d - randomstart false
) ^9 \2 \; W/ l% k7 p# t, M) s2 A - active true$ g9 s! x% f r* g0 n
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 01 h% \6 Q/ N7 [& t
- </control>
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9 Q* m+ }0 v% ?- D* r; _- <control>
+ `! @+ x7 f0 ? - unitid 2: J0 c* M/ Q7 @9 k
- active true8 I2 f& {; L5 d- O
- startposition 0 0 0
' I' F7 w' C \. Z - lifetime 0 1000
6 j% S. N2 n- r: J- G6 ` f - animtime 03 ], A" {& C& e. ]# z
- bonename "Bip01 Spine" 7 P" ]! M) }" \) I9 W" A9 v
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
7 A/ y M7 \, o/ Y" `0 @2 Z1 }1 g - alpha (0,0.5) (999,0.5) % M& T4 I( t; O+ ~1 A
- randomstart false
9 z0 s# S7 i' w: m( c0 h - active true5 R) N( X" S' F3 I
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0# T4 q, m% L& A* x' O
- </control>9 o7 n. k$ U, d0 O
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- unitid 3
+ d2 v3 J5 q* V4 j( n, ?* T - active true, N7 R Y3 b$ `' n; @$ T
- startposition 0 0 0
- E; r- b5 v0 o2 ~ - lifetime 0 1000
5 [6 a9 u4 o0 `3 i4 H - animtime 0
* W& Z- d9 S/ k* e - bonename "Bip01 Spine"
5 ?4 b- R& u- K: | - scale (0,0.5,0.5,0.5) (999,0,0,0) ; C: |. z7 e& ~
- alpha (0,0.5) (999,0.5) ( |1 W# Z# J0 U8 N
- randomstart false6 a/ u4 \6 f1 K* l* X
- active true
- c1 \6 L+ P8 |; P/ \/ O$ C* ] - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 02 M0 S F3 }1 i( ~3 j1 K- ~8 |
- </control>
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" ]; c' f5 g S1 \0 {5 L+ T- <control>3 s* L% W/ ]% @* m
- unitid 4
3 W7 I7 `+ D0 W# G- V - active true- L- K# d1 n* v1 E/ Q7 c
- startposition 0 0 0 g% W: r, ^$ k/ M8 a6 H: z Q
- lifetime 0 1000& T$ d" k+ O3 {
- animtime 02 u3 X# V* k0 k+ Y
- bonename "Bip01 Spine" 0 J/ [1 |' m" v. ]
- scale (0,0.5,0.5,0.5) (999,0,0,0) b6 T0 D6 s; Q% K4 R* m
- alpha (0,0.5) (999,0.5) * ^9 c, V0 i o, K# c; m
- randomstart false
% Z& s( d% e& B - active true
, M" d1 ]% G9 t D$ F: D7 v - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
- _& q2 s1 B8 H - </control>
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- <control>+ G9 o3 s% k- e" h
- unitid 5 I1 `0 a: n% g- q
- active true
! s. i0 J; ]- ?8 Z5 S8 v. B9 |$ o - startposition 0 0 0
4 J5 A: E, x Q7 d# X+ O4 \5 v - lifetime 0 1000# A$ @) ^4 e) u6 X+ O! i2 \6 ~
- animtime 14 c5 y* X7 k& v' r
- bonename "Bip01 Spine" , Z; L1 m+ t- s+ i% P8 S" ?
- randomstart false) z2 ~. X# c r e
- active true
) ~; ^# ]# ^% X( |/ O3 p9 ~3 O, U - </control>* h& s8 w% F! `/ V; B1 f+ F2 b
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- </scene>
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4 d! F5 M+ U/ ^: p* e9 g6 b! l" ?: j- </effect>
复制代码 . ~& V' F X: g- [3 U
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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