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图片可以任意修改替换为别的图片
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) x5 p: c+ Y P; M7 m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, I, ? i4 x$ P
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- <cate> 13 `5 E0 q( Y$ a
- <effectdata> 0
, g+ z( v* i5 q( c4 ^ - name sp_yellow_hand" ?# l6 G4 C: }, {2 ?
- unittype sprite
; }8 D {+ n! [4 G; ?+ w, m - billboardtype camera
/ O# Y3 u$ u, K0 B - tailstep 20 0 0.1 600 false
6 a4 q' t" c: g" C' f; M8 q - size 1.000000, R: Z: z( @8 F. I
- backprint false
+ K* y0 R5 C }7 L( y - disort false8 e2 R o$ s3 o5 Q. W$ S
- texturefile Effect\monster\longch.dds- w U- |6 F+ R. z( v; J
- texturepack 5 q6 h2 @" g! ^; w
- blendtype add w8 Q# o' ^) D8 h$ c* C
- textureloop increase/ T- e2 Q/ A8 h9 ^3 g- V, p
- texanimtime 01 N% j! ?1 s/ R, h: F& a
- </effectdata>
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- y. ]2 h) v1 q! a0 S9 w- <cate> 7$ n5 R; r+ v$ |2 B) q+ a. b
- <effectdata> 0
! U: u4 f! z$ j - name pt_yellow_short_light_02, Z3 h5 {7 \$ V0 {5 f3 @. q
- unittype particle
3 B% N. C/ r) Q - billboardtype camera9 M3 d- c( D5 j+ e: k7 R
- tailstep 0 0 0 0 true
+ w+ A9 _" Z& `; ~- Y) {) M! K - size 2.000000# `+ O; {7 U$ v
- texturefile Effect\monster\light01_orange#.dds e/ Q9 R9 `+ H0 k
- texturepack
( L* `; @8 L1 p9 O1 C6 y' Q% Q - blendtype add
* O. ]0 h1 N7 V2 F - textureloop increase
8 v5 f) v& z' [& @' R& r% ^ - texanimtime 0
5 d: f U6 ^/ q5 l: l | - leaftype sprite( |9 a p/ N6 M9 R* \0 F
- activestate exploderange' o5 |6 X3 E2 h
- lifetime 200 200
+ A$ P7 x$ Q0 T2 F& S* e8 P" C4 q - emitrate 30
* \; k' h# h" z/ Z - maxelementcount 10
1 k; h2 w/ F( R$ `) p - addrotate 60
* X' G' k: ?3 q1 H5 P! X - velocity 0 0
3 b0 E# Z0 h5 {6 z8 e* z1 i - acceleration 0.000000
+ U3 W) B6 {+ r- F - spawndirection 0 0 0 `0 K: B7 r/ B. y
- gravity 0 0 0
: ]# D* p! B! O% P' F7 o - colorrange 0.000000
, Y, J$ ^0 F& @. u - startrange 0 0.56 E: Z, d9 M2 q- r) ]+ [+ S
- endposition 0 0 0
: h4 y3 ]# ]0 z- \3 o+ D - particlesize 0.5 13 R. ]* G+ S1 D3 L& X3 A- x
- followdirection false
$ p9 }( L9 D* L) [' I - spawndirabs true
5 c% U0 Z8 c/ x( X6 d) Q' ^ ` - trianglerender false7 f; L7 m0 \ R( ~
- </effectdata>
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6 a/ S; a; W* p. i4 k- <cate> 3
9 Q9 v% | U& H/ y& k - <effectdata> 06 S" q) U- n- w. p, n
- name mh_EFFECT_EMBLEM_DRAGON& }8 l8 o; L3 `$ M. f: C
- unittype mesh" M& U( R$ v' t+ m
- billboardtype camera
3 y- G( c# o& m) t# F7 ~5 r! m - tailstep 0 0 0 0 false
; Y% W/ t$ V! k- [$ J% ~# C - size 1.0000000 N! r/ K+ S+ J
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack$ D0 F) o# F; S2 {
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
( g* w4 T3 ^; g - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
* E+ D! {+ X( R) o. C% f5 p - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel% {! K+ p# d) y% E6 R* }
- animlength 02 p. D5 D0 {( ~
- twoside true
" ~! ~( Y7 u1 F) |/ k7 _+ g - mesh_status 0 0.000000 0.000000 ""
7 T; R. s3 N: g$ J0 R - </effectdata>
复制代码
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effectscene.02
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- <cate> 5 game
+ q7 v- m0 J4 M( S9 U0 b8 I. S - # ######## EFFECT_EMBLEM_DRAGON ######### #
3 k0 i# n- w6 W6 E4 D - <effect>/ x) ~: ~) R! H3 d. q) D
- id 1181' ~7 G# Z1 U; G. B; A
- name EFFECT_EMBLEM_DRAGON
) J3 z9 ~, L/ \* i+ b; x' y2 \4 P7 k - culldist 2475082071472936200000000000000000.00
H/ C3 H* {( t - <list>
% o" ^ `: k: P - res 1 sp_yellow_hand5 w! x. h( ~/ r; E. {) g
- res 2 sp_yellow_hand7 f+ S. |$ a# l+ q8 ]8 a
- res 3 pt_yellow_short_light_02! G! O9 t4 F' u2 ?3 K
- res 4 pt_yellow_short_light_021 j% T1 ?; H6 ^& t% y4 f1 |9 \9 @& l" b% }
- res 5 mh_EFFECT_EMBLEM_DRAGON
$ Q1 ^3 J7 n- Q: J! o/ R1 | - </list>$ ]: K x9 @2 u0 N& f
- <scene>8 Z" M* i) f" J" w5 f; J r4 _
- sceneid 1
$ c( C* f7 p! F1 j2 e - name 1: I8 j# i+ R1 d# F
- <control>& B7 J: m8 y3 I/ E7 o3 Z: F
- unitid 1
) @1 f8 b( B! t6 e/ R - active true, i8 Q' R8 Z% [* Z6 B
- startposition 0 0 01 H, @ K E M' D$ {
- lifetime 0 1000
1 t) K% ~. K- o; d" W - animtime 0
& l/ i/ e* t+ s" w. X - bonename "Bip01 Spine"
2 ^0 W3 a3 q v3 K9 z) a1 b - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) & R! c7 U( ?) `8 n
- alpha (0,0.5) (999,0.5) & J. j1 ]: E; T8 K& x( ]$ o
- randomstart false) I/ }4 Y* ~5 i) ~" Y8 D
- active true; P4 T1 ]8 L! t0 W7 j4 I0 \
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
* j# O( N% y( i - </control>6 M9 h2 D% K2 c% c3 M# i! o! {1 G* u
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- <control>
1 }9 N8 G6 O4 A# n8 r, B3 f9 n1 f4 c - unitid 2
; j. t# l6 e# u) P/ w- F - active true
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- lifetime 0 1000
0 s: a' {2 R( l# g% d - animtime 07 @! C0 P; Y+ N5 B& S% z
- bonename "Bip01 Spine" 1 K& k- A# L9 t
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
W8 ]( _" W$ F5 \) v5 k* H - alpha (0,0.5) (999,0.5) 5 r1 G& n$ b( }
- randomstart false- R# T( |& t7 @% X* U. `: q* m
- active true5 Y. C0 I% i) b
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
. h6 `9 m& t a2 Z' C, u) i - </control>3 H$ P1 u2 N1 L! b6 v9 k
& U L; R) l3 c6 r# Q K- <control>
8 D3 V4 y. g6 A- y. J/ [ - unitid 3$ h6 ~) S& \7 i$ A
- active true
, ^- q. b- S/ w+ y - startposition 0 0 06 C- M5 S+ H8 A, K5 C5 \4 a& ~ ?/ x
- lifetime 0 1000( X; L6 v5 M. Q+ q. O
- animtime 0/ A& R( R( Y B" H3 R1 M
- bonename "Bip01 Spine" 7 Q& L; K$ J2 q7 D
- scale (0,0.5,0.5,0.5) (999,0,0,0)
; N$ z+ f$ x" c. v( u - alpha (0,0.5) (999,0.5)
. F1 ~3 n4 D+ D4 J) s' G - randomstart false
4 M3 z$ }; L- m7 S. v) _; `5 e - active true& C$ K5 q5 w8 z; I1 l, Z% G3 V
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
2 F# T( I' P- b - </control>
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- <control>4 h. b7 w7 E. s0 i+ N
- unitid 4
! C* Y. [) X0 _- s5 ~+ d3 S( \8 S6 j - active true0 l! H. D2 _5 W% w$ g! r
- startposition 0 0 0
3 k4 q; I! G. m9 G+ M! z x - lifetime 0 1000/ b; Y% ^2 k! n( _
- animtime 0/ J, ?( }+ Y/ Z% t+ [6 `
- bonename "Bip01 Spine" ) }& k, e" e7 i
- scale (0,0.5,0.5,0.5) (999,0,0,0)
' d9 f9 s( T( X4 h9 ^ - alpha (0,0.5) (999,0.5) & b5 a3 w: y! U: @# ]3 v
- randomstart false
( p* N6 @$ M( A - active true' P! Q6 T9 {' T4 m3 j4 N
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
2 P& L3 Q3 ~0 w1 e% z0 b - </control>
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( d% ^& c) @' T- <control>
2 O4 Y: P2 `4 B1 e* j - unitid 5
7 a! e7 f& X4 r/ Y( N A - active true! ]% Q f' ?2 u5 q3 q5 W
- startposition 0 0 0
+ N0 |3 _/ @$ K. y9 d - lifetime 0 1000
7 I0 h3 |8 q, o' H6 d# I - animtime 1( O+ t$ y! M, A$ J# f. f4 a
- bonename "Bip01 Spine"
, f" ^* }4 h: ^8 _- L% h0 B - randomstart false, |; F5 H; M/ I! {( R. K& r. J. Y# X* W
- active true
) W6 M v* {9 B- e - </control>
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' x6 ?; {; S" e# x l2 P- </scene>
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3 d) \5 j1 @2 E A9 z- </effect>
复制代码 8 L! }9 V7 q2 o: s( |
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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