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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" e6 D% n! W0 {- T7 I
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) z* @7 u# o/ K, ~7 A" W) Teffectdata.02& O! I. ^) I5 G2 k2 h: {8 f! Z8 [- x; O
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- <cate> 1 e _4 H6 _) X& W
- <effectdata> 0
_* t+ K* U0 {( w& F" J# V - name sp_yellow_hand$ r, e0 |% E. U0 w
- unittype sprite
" x. k0 V6 g% X. L - billboardtype camera7 A& C N) ?8 Q! A4 _5 K6 G
- tailstep 20 0 0.1 600 false
# w4 p& k5 {/ L( v - size 1.0000009 M4 e/ R6 W. ~3 ?
- backprint false
7 I1 [5 B0 f2 ?: K0 |- N% R - disort false
6 S* u' n8 U, B4 ^% b - texturefile Effect\monster\longch.dds& O! e5 X' M9 O5 e
- texturepack % B. ^. y2 h, `8 m, i% [
- blendtype add
% Y: C- d6 v# }* S- D& c - textureloop increase
" }9 R- A- ?- w2 ] L. O+ G! `1 i: }& F - texanimtime 0, P1 B R# {. [4 d8 S, v
- </effectdata>
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- <cate> 7
3 \3 t9 f2 X, r - <effectdata> 0
$ L3 i# u( |' h - name pt_yellow_short_light_02/ D% F' t+ H/ J2 _. y
- unittype particle
: v* f4 ~% N9 z - billboardtype camera
& |: b4 Z$ u% R# \+ U1 h - tailstep 0 0 0 0 true
o2 s6 T$ \- ?- T* F9 m) b* s+ F - size 2.000000+ j, f& c0 e) u3 m5 d
- texturefile Effect\monster\light01_orange#.dds- l0 M$ j$ e4 p# T) Z
- texturepack 0 |* N6 U9 Y. _$ f' @
- blendtype add
# G9 U' h O x - textureloop increase/ C7 D. E9 O3 T7 d
- texanimtime 0
( I" r+ g0 ?; R - leaftype sprite, t& I6 r1 d! m. ^
- activestate exploderange
) { K1 S3 @3 X Z9 S, e+ v - lifetime 200 200
: v3 \; }5 I5 j7 q9 W# I - emitrate 30 E' T5 C4 u& x: n( `" Z/ Y
- maxelementcount 10
3 |4 q, ~" p. l6 ]5 x* M - addrotate 60: {# r' b) l$ R/ C: S, |9 `
- velocity 0 0
& J; |: X$ j' [ - acceleration 0.0000005 [% t/ j9 r; z* U+ z7 J' |5 t
- spawndirection 0 0 0
- H E- A6 K, _+ p! b5 @ - gravity 0 0 0' r. d' V1 r0 q* n
- colorrange 0.000000% F* y" c: `) x5 Q; a
- startrange 0 0.5) |9 `8 a1 U8 C+ A% c3 k' n# @. W( J
- endposition 0 0 07 J) G4 g* d# z2 d8 }: ?% l7 E
- particlesize 0.5 1
) [, z& {8 Y8 s, c - followdirection false( D% h h% u, d0 ?3 h; d" e) \8 S
- spawndirabs true
. T& l6 l* B6 H* n( b8 H - trianglerender false
" W2 q& T# \. E7 b - </effectdata>
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- <cate> 3: u' w' b' O% [8 x
- <effectdata> 0
& Z, l7 | `. t' `: b1 I6 c - name mh_EFFECT_EMBLEM_DRAGON8 A7 m1 R1 H. N8 d F6 f" b$ U
- unittype mesh5 p# f$ V; U: W( H( R# C
- billboardtype camera
6 d1 @7 b* l1 S+ H1 U7 T8 C8 M6 p - tailstep 0 0 0 0 false) }# H% v+ g! B S: @ M- u4 t7 A
- size 1.0000006 v7 A8 S4 Z- f% o! R
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack. W( W9 ~: D' Y$ [6 p
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
' R5 ^+ E- |% E- A - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
. f% v* Q ?$ R# z# W4 m2 k; B - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel0 ]$ R2 }9 x6 ]
- animlength 0- i9 v4 a" G9 ? I
- twoside true
$ Z! L7 p' @$ S4 y- F0 p1 \, | - mesh_status 0 0.000000 0.000000 ""9 `$ [; K# J Q+ j( \
- </effectdata>
复制代码 5 k0 X# S: }$ _. g
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effectscene.02
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" V2 l& `5 c# A- <cate> 5 game
2 j; k$ v- R8 J' q% j7 I% Y8 r - # ######## EFFECT_EMBLEM_DRAGON ######### #
9 S+ K% F5 z! F8 R' _0 U - <effect>
" ^2 P2 z( T) }8 @/ y - id 1181 }; ? k+ V& _8 f! X
- name EFFECT_EMBLEM_DRAGON
9 G4 d- C3 E) P3 S9 Y; x - culldist 2475082071472936200000000000000000.00- n+ `% P8 `/ m3 y+ r" r
- <list>
5 J0 {8 F# ~6 J9 T0 P - res 1 sp_yellow_hand
4 _7 S* [- l7 O& ~. t X; \ - res 2 sp_yellow_hand, h$ W' j/ A4 t( K* H
- res 3 pt_yellow_short_light_02% g. l: H$ F1 L0 m
- res 4 pt_yellow_short_light_02" z" s4 s9 i0 y: O
- res 5 mh_EFFECT_EMBLEM_DRAGON
$ q7 |, j# O3 z/ ]" I# I - </list> W" L/ ^) ^3 B7 {& P5 B6 m
- <scene>
c) i' N2 v/ I( U8 e% } - sceneid 14 ]2 S0 [6 r9 `/ g: o2 f3 I* k
- name 1
; l k- A2 T; K, U0 ?4 I - <control>) L& c/ H# d. J- H7 ]+ j, e
- unitid 1/ e: f7 G- I3 D; E
- active true
/ z: }8 }% ?) Q - startposition 0 0 0: Z( V6 O6 j% K: p4 s; p
- lifetime 0 1000
( s4 C% s4 e% C& L ? - animtime 0
$ `* ?9 a' V0 E. ]6 E) { - bonename "Bip01 Spine" ; C( K& S) z1 ?3 M; O8 o
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) / e1 o) o" u; \3 N
- alpha (0,0.5) (999,0.5) ( \) I& _; x: f1 _" u% \2 `
- randomstart false
5 y9 g j2 d' j1 K7 ?" H; ]) i3 V - active true
' \& G7 C8 X( b: U - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
) a6 C' B, k1 @" J/ U5 t - </control>
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- <control>* F8 v- f+ Z# e' g8 z
- unitid 2& H: H O2 T) y: Q: K/ e) A
- active true
- ?1 N4 S7 ], A* ?" [3 _& e - startposition 0 0 0
/ y% x2 }: C) w+ ?5 ?3 h, U - lifetime 0 1000: D Z, \! ]( U' ]
- animtime 0
0 @$ i0 D+ v7 A9 F$ ^/ W5 ? - bonename "Bip01 Spine"
2 h1 e' |+ g7 l* G - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ! o5 M1 G1 e% j/ p: D4 V
- alpha (0,0.5) (999,0.5)
5 W. o1 m- D% P) U B4 N - randomstart false
4 [2 ]& m$ P2 T& R" w+ v - active true
5 O* j1 B! z0 q+ Y; r$ b" n - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
7 ]( m" Z5 n1 c0 F; b$ H6 @ - </control>+ e5 d) p- p' K; ~
- 0 U' z9 ?; l: q- ?2 v, I
- <control>
- k, F$ p$ ]3 u - unitid 3; _/ W, X; a( d2 S
- active true
' e L \+ [% M0 e- P - startposition 0 0 0* R: S* i0 e( c+ m+ q8 _
- lifetime 0 1000
1 ?/ z4 U1 f2 B& H7 h, ^+ _7 y$ E - animtime 04 h6 Y+ c; h G: w% e+ Q. {
- bonename "Bip01 Spine"
3 O" t3 l* N* v) F4 x - scale (0,0.5,0.5,0.5) (999,0,0,0) # k) I& C, N- Q# N7 L
- alpha (0,0.5) (999,0.5) ) x& U1 p) g2 I/ W' }! z! e5 |
- randomstart false' G, m% Y3 v2 {5 s5 s' B8 H @
- active true4 }4 a* d5 R$ L& G% h
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0; s8 p" ?- T1 `4 a7 X' D! \$ v
- </control>
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' I- d7 l3 ~$ r* g2 ^- <control>
0 `7 r: S4 D7 V8 V4 K - unitid 4
2 e# R( F" ~6 V! [. r0 j - active true
/ i! U, @. L, ]% {7 U4 e1 x2 M - startposition 0 0 0
; S! }# V! Z B8 t' [ - lifetime 0 1000
/ g6 F7 t# t; s s0 k( s) w k - animtime 0
- l& K' l8 K4 g* v: g% h) u - bonename "Bip01 Spine" $ S: j9 x4 o4 s ^' E
- scale (0,0.5,0.5,0.5) (999,0,0,0) 6 j# R1 S3 g5 R2 _1 i9 y
- alpha (0,0.5) (999,0.5) # |+ C+ C9 q1 u; v0 P+ b3 m, v
- randomstart false
h' ?+ Q) ~* s7 m - active true
, x6 P( U# d5 ], l6 ~ H. s3 q* r - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
. N4 s! G6 S1 z - </control>
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; e" k% _0 g9 _6 h5 m- <control>9 z& O! c8 L4 P4 K
- unitid 57 o4 |' [: X" m( V) F+ p( u& U
- active true5 \& s" f$ J9 t; k v
- startposition 0 0 00 k) N* S+ {, l7 e+ o3 h; s# Y
- lifetime 0 10007 ~) ]3 i- c* D( r4 j- `: S4 j
- animtime 1
" e2 ]) V" a& D; U4 n - bonename "Bip01 Spine" 1 E- H8 g& A" @) h' Z/ S& Y4 }
- randomstart false2 P3 e4 x. e2 g8 M
- active true* l4 V7 a& q* }0 k. k+ S; l
- </control>9 s4 Q, w) z& W1 A# Y: n
/ O- _. @* m0 q1 i) O( O6 t( h- </scene>
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- </effect>
复制代码 1 P$ e. T7 E# D7 a2 z' X2 z
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特效.zip
(408.85 KB, 下载次数: 1, 售价: 10 贡献)
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