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图片可以任意修改替换为别的图片
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7 \1 [: @7 T3 y4 v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; ~( e, U! q0 Q4 Z
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- <cate> 16 b) m0 I# i6 L) }( @9 v& e1 |
- <effectdata> 0) h$ h2 d$ u, h5 D2 t9 R
- name sp_yellow_hand5 I b' W1 H% @! ^
- unittype sprite7 {" N4 g, r2 O: I
- billboardtype camera
" B$ l( @: s$ a2 G1 C' T3 h - tailstep 20 0 0.1 600 false
4 y% a( |) p# A! s - size 1.000000; i( \7 ^) y% I' ?& j1 v
- backprint false
. z9 s) L) X8 |$ M: _2 R; o( r; P: i6 X3 p - disort false# L% K5 K6 N: G
- texturefile Effect\monster\longch.dds# ]3 a# k( s. I5 F* P _9 @% d: ?
- texturepack : Q$ s/ N. B, T. J, k& P: K
- blendtype add4 M* J d8 U! o' \6 K/ C. `& \
- textureloop increase# b- q N6 S3 K4 L" r: Y& A
- texanimtime 0# w7 U: u' _ K: x. w( k* o- ?
- </effectdata>! v# W# K2 ?! T C$ G. j2 z) Y
) u' l) Q; b/ Q U3 ]( X2 K; o- <cate> 71 i1 S; {$ ^" w# I! \% i- p
- <effectdata> 0
* _4 W. O* o( M. d3 i - name pt_yellow_short_light_02
( X9 v/ O# H& y - unittype particle
8 x% F6 U5 D/ X; I% e% x - billboardtype camera8 _/ @8 }" G: z/ g* l5 c6 {1 l
- tailstep 0 0 0 0 true
( ]7 c! G) {+ x4 }8 ]& \ - size 2.000000
8 _' z: ^7 [" w( w1 p - texturefile Effect\monster\light01_orange#.dds
, \/ O a# t) X2 Y - texturepack 7 k9 o3 D, Y# o9 H$ v
- blendtype add" q1 }9 y) n& X3 }) M
- textureloop increase0 s" i6 I" `/ K5 T- t
- texanimtime 08 t5 R5 m4 B" m b/ a& A* t. `
- leaftype sprite
* T. T5 |" L3 \ - activestate exploderange
& @( Z/ P1 [* W1 V7 w - lifetime 200 2000 R. B- E4 L9 _* K
- emitrate 30
; c" [, N2 g. \! T - maxelementcount 10, H; I2 [: c! O$ o! R: G R7 B* j
- addrotate 607 W8 `: B/ l5 W+ ]
- velocity 0 0
4 V; F2 `* v2 L - acceleration 0.000000
8 D, @8 I5 I' D, y% A - spawndirection 0 0 0
' C8 L2 ?- v: H - gravity 0 0 03 X6 `% k: Z5 I& @( @# h
- colorrange 0.0000003 {/ m0 u7 C8 U: g$ U
- startrange 0 0.5; m+ Y# k& K* ^; \' t
- endposition 0 0 0
) K0 Z+ E5 [# `+ o6 P) k% d; F - particlesize 0.5 1+ T; J3 f, T$ r& e; y! ?
- followdirection false# `7 m, v% |2 d
- spawndirabs true* j9 s( C6 W+ a" {/ _5 R) v7 a$ w
- trianglerender false, h0 r# g3 u3 E& j6 V1 z, d" ]
- </effectdata>
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( a+ z/ m u5 b8 {4 z: E- j+ c/ w- <cate> 3" L) T& D7 e1 u' Z
- <effectdata> 0
" b% H9 N- \/ w - name mh_EFFECT_EMBLEM_DRAGON
7 [( a6 }5 n8 f; j% O - unittype mesh
$ c+ @2 R( r! P! X8 X! h9 Z - billboardtype camera$ r6 h S8 ~# c
- tailstep 0 0 0 0 false
& B, j: |2 a& ~+ v( l - size 1.000000
# E: b7 t7 D8 w+ g$ k6 p7 k - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
/ t7 J" g( z$ I$ A ^0 X6 j& h - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh1 O0 K' _6 z7 `: ]
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
+ ^( E9 S" M: } ~ - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
- k; d; H" L) M) q* l - animlength 05 l$ A+ L2 o; u: D4 J
- twoside true
" s9 N3 X$ z6 c9 p - mesh_status 0 0.000000 0.000000 ""
; k! g6 i5 H9 k. k - </effectdata>
复制代码 + }% N: P2 `4 a! Z( s. H
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- # ######## EFFECT_EMBLEM_DRAGON ######### #4 Q: _4 F' q( \9 P. F
- <effect>
5 N. |) }. H3 d - id 1181% L- g( D( T. O' e& e% A9 M
- name EFFECT_EMBLEM_DRAGON# a( w0 U! r9 K* ?
- culldist 2475082071472936200000000000000000.004 {8 J/ E0 \- E' `
- <list>
+ p6 X Z1 t( W3 L) r Q% b - res 1 sp_yellow_hand
, H8 }6 u0 j2 @+ B6 e% L9 u; C - res 2 sp_yellow_hand
% X8 Y, P. h! z$ Q# i" @- i - res 3 pt_yellow_short_light_02
* X6 S. |# ~% W/ |# y1 v4 q - res 4 pt_yellow_short_light_02: h- B$ Z" o! g# {$ N
- res 5 mh_EFFECT_EMBLEM_DRAGON
$ T5 z( q: ]1 k$ h - </list>
, ]* r$ ^! T4 p - <scene>
0 x; A0 Q0 J3 N8 s j - sceneid 1
' I) b( o0 U- \, o - name 1- B+ A H& h% w; p/ v. _ F
- <control>; |, z) m/ f! c' G' F2 Y* ^) e
- unitid 1$ v& T( s$ G4 l0 G
- active true
! X# b5 l' p, B5 e2 j - startposition 0 0 0
* q3 j* F* f* r* J5 u - lifetime 0 1000
! @1 I6 b2 U1 }( x - animtime 0' R1 _& b# N9 m- G
- bonename "Bip01 Spine" & r8 Z/ z0 U: I# I0 t6 D
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) S* o `4 V: C- H v8 @4 f
- alpha (0,0.5) (999,0.5) : h% S! K) h0 y% y( Y9 w+ V
- randomstart false
! r) @9 X+ C: @! y o% w/ n - active true& l) @1 t0 m% ~* t2 w
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
# c, \( m, a4 H* _, |' e0 Q - </control>3 G/ d0 @/ x( A
' B+ y$ n- P, e7 @: k" E- <control>
2 ^2 b7 N, {6 l, R' i/ ` - unitid 2! q" Q! s$ @' }5 S& d
- active true
/ s( R; F2 H! k% o6 q* T; Y - startposition 0 0 0
[6 [% l9 Y, }$ T - lifetime 0 1000
8 J; S7 K' P7 N: I' _ i - animtime 02 u) j& H/ i$ U: m7 m$ I6 R% u
- bonename "Bip01 Spine"
+ h' _: D+ N% J+ P) Q$ g) O: A - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
; |# G& V7 {% f5 u+ V - alpha (0,0.5) (999,0.5)
! Y- U4 s" D+ m) Y1 S6 W5 d: \ - randomstart false
5 e7 j1 B1 _- E! U - active true! `, I7 p% g" O) s5 z3 V8 a) S
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
' r: q; {5 T7 H8 \ - </control>
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- <control>
) a. m' C# _. S' g2 k - unitid 3
, @! P7 i: U+ |/ E) S: G. N - active true
! I, {. ?3 L/ y4 Z) D% r - startposition 0 0 06 P7 I5 G2 y( t2 Z9 h
- lifetime 0 1000
+ _8 W% _! A+ h - animtime 09 F; ]6 S% x/ E1 \
- bonename "Bip01 Spine"
" M4 V3 \% ?% X; c2 M - scale (0,0.5,0.5,0.5) (999,0,0,0) 6 y5 h; F3 p" Y* o1 U9 V
- alpha (0,0.5) (999,0.5) 2 B! _! ^5 _: m& P8 q3 b. o9 b4 e
- randomstart false5 d% {0 L0 i+ w
- active true+ Y* y' z7 Z" N: E5 ?# m5 z9 O
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0+ I0 W* e! \0 i9 A
- </control>5 F7 F" J* ?; e) k4 B. v
) ]- G2 _0 L5 q) E- <control>" u" w) X, U! |" l
- unitid 4
* W3 i/ b$ f9 N' W1 m7 X5 P: F- S - active true- T/ ~; g9 m3 q& c4 L
- startposition 0 0 0
: S& E" f$ a( q/ W8 C - lifetime 0 10006 w( ]! D% a( o8 F
- animtime 0* [6 ]4 d7 J. u" }4 [
- bonename "Bip01 Spine"
# z0 P) z+ @& K; [0 D! d) t) I1 [$ ~ - scale (0,0.5,0.5,0.5) (999,0,0,0)
* B* H M4 n1 ?/ o" | - alpha (0,0.5) (999,0.5) - Y. K0 ?- ^! P) d
- randomstart false
. v- V* M3 O. o6 s6 M: y0 S - active true: u. a6 C- ^9 I9 z
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
) D0 h5 D( _8 C& P& C" { - </control>
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( ]% b# V1 ~7 L. s" @) ?0 \/ a$ J# n7 R- <control>* N: G! H( k' ~$ v
- unitid 5
. Q* }" O& V* t$ M, } - active true
6 C) F4 T( [; z7 K; c5 t# ] - startposition 0 0 0
2 |- R5 K+ w7 L; `# s2 {# c6 m - lifetime 0 1000
1 X% J/ M7 P3 z9 i5 r - animtime 1; D8 B( P# E( m/ X1 q' E& h5 Z
- bonename "Bip01 Spine" 3 F+ Z# U# m% G3 z
- randomstart false
4 q' [* p5 S- _6 T$ s- ^, l - active true& z' }/ e- R; e& `0 W; N' M
- </control>
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- </scene>
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7 d' `) D2 R5 ?( @( H: v1 Z- </effect>
复制代码
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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