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图片可以任意修改替换为别的图片 7 ?0 L1 M1 n1 |# i2 p' ~
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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* F" @. R! v' R* \/ f
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effectdata.02
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- <cate> 1
3 e. J, m* z6 c1 _5 B - <effectdata> 0! m9 ]4 T/ G, E2 f. B
- name sp_yellow_hand W1 C. t3 e, V3 u1 T) ]! |
- unittype sprite! H5 v. ], l; Z- z, ]5 r2 Q
- billboardtype camera
/ B% v* o. @& E( E6 g: T) Y - tailstep 20 0 0.1 600 false) N. w) B! U, Q9 E2 W9 M
- size 1.000000
6 \5 W: f @& y0 U! w - backprint false" }1 G% I! u) @" W
- disort false
Y4 T5 C" I1 U9 H - texturefile Effect\monster\longch.dds; t3 {% O9 G! r$ f, x# K
- texturepack
2 {( j4 P& [3 O* \: z - blendtype add- e. T @2 k% Q; O
- textureloop increase8 B1 g8 d& P8 w# g3 d
- texanimtime 0
( ?. `9 T7 M1 E - </effectdata>/ a7 j, |( m2 y5 ]
- " r1 R' m/ X* q1 Y& D9 s
- <cate> 76 ^. F% G, f: N( G
- <effectdata> 0
# G, G# Q7 Y6 C3 H$ W - name pt_yellow_short_light_024 ~& g9 Q# @1 L
- unittype particle
% x1 i4 C! R1 R" ^ - billboardtype camera+ m0 G( V# n+ i( A% W6 T
- tailstep 0 0 0 0 true# S6 F9 r; A9 S0 u& v
- size 2.0000003 E: u0 s" z/ f% X+ E
- texturefile Effect\monster\light01_orange#.dds6 h* @ |* {- Z/ Y7 _
- texturepack
) C4 X3 a& u: l- o8 _7 F8 B5 f4 ^ - blendtype add; g0 g/ D- S2 k: x I- R$ B4 j
- textureloop increase
5 j- _. N; F, X, B' e - texanimtime 0
3 p; X6 G+ T2 o7 K! U - leaftype sprite' C& A' \5 I$ I
- activestate exploderange
( j& N5 h# w5 @8 D - lifetime 200 200
- B4 g H8 a+ P: X - emitrate 30
/ \) q+ O B5 f- N0 D - maxelementcount 10
. U5 F0 W# ?/ Q9 k. U - addrotate 60
) C8 u& v' k+ Z - velocity 0 0! }$ K! P* P3 n
- acceleration 0.0000007 {4 J$ e: u, g; v
- spawndirection 0 0 00 S7 N! d8 U# t8 Q- l- ^0 v
- gravity 0 0 0/ l2 h$ q2 W* V# ]2 _4 _
- colorrange 0.000000
- |+ L( c( t7 w, D - startrange 0 0.5" }( Z+ u9 |$ R( a
- endposition 0 0 0
, F% I3 R) u& e- }+ O - particlesize 0.5 1
6 k# h' ~7 R. i5 }" P - followdirection false
+ M. ~4 ] W; t1 j+ x6 \% \ - spawndirabs true
& F7 d- ~. G8 F% K- P - trianglerender false# j+ @4 N5 \9 O; T! p
- </effectdata>
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- <cate> 3
& w) I! |* A9 x4 _2 Q - <effectdata> 0
9 V% ~' r$ n1 p4 G* S - name mh_EFFECT_EMBLEM_DRAGON) `9 o; [# d( g! E$ j& ~
- unittype mesh/ k: t; H. }; D; J. l/ ?! c
- billboardtype camera2 p# A8 u. U, j7 o6 C, d# M! X* T
- tailstep 0 0 0 0 false1 G7 P, g0 T' h( g, M0 ?
- size 1.000000
# Z! p! G$ B6 }( [. b; v" k - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
- R4 y7 N( o2 x) r5 ^3 q, p - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh, t+ |3 E0 l* X2 A# A# j
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim; t2 v4 y6 u4 {( j3 O: t
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
8 Y" i: A4 m' l6 J, t - animlength 0
4 ]+ k- m$ D( d9 _- \$ h/ J3 h' o9 f - twoside true
2 i2 E2 v( I9 }( i$ p4 o - mesh_status 0 0.000000 0.000000 ""
1 l! V( a" C; [ - </effectdata>
复制代码
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6 g$ n, E2 { _+ peffectscene.02
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^# A! W& R: d3 F- <cate> 5 game
9 y) k* R4 Y# X/ q, d& x - # ######## EFFECT_EMBLEM_DRAGON ######### #
' h7 p; V, r' c8 W6 t - <effect>
% t0 B0 {$ M: e7 m3 w0 ] - id 11814 t! w( @3 q3 R
- name EFFECT_EMBLEM_DRAGON- y8 u0 w$ a8 a9 U
- culldist 2475082071472936200000000000000000.00, s1 [& R) g; ^* s
- <list>! f. X6 o2 G. C+ E z% b; Y4 Q/ \4 O5 K
- res 1 sp_yellow_hand
. t" M- Z0 O) p& @3 S$ g - res 2 sp_yellow_hand
% a) r: m9 T8 t3 [$ j) Q - res 3 pt_yellow_short_light_02# Z+ `# i1 z; K6 S4 t9 O
- res 4 pt_yellow_short_light_02
# p/ z( Z, q$ M1 H9 k5 y - res 5 mh_EFFECT_EMBLEM_DRAGON5 C- C5 v6 ?! d+ T8 P
- </list>" c( U8 g& [. R$ ]% R
- <scene>3 V7 z# [9 ?: o% l
- sceneid 1
. V* e4 ]% `$ b3 J2 k - name 1+ E- w- i8 ] |( ~- E% ?; e7 l
- <control>
+ H7 W0 Y% I* v, J6 ?. { - unitid 1
: f/ M' k. O$ G, n - active true) D% Y- l% W! H( z$ N/ _
- startposition 0 0 0
, d) G- N" |5 Y - lifetime 0 1000# e: W8 U, |% L0 f! w3 c! E0 J
- animtime 0 k' r( G8 S {6 p! E$ k
- bonename "Bip01 Spine"
) e4 P) T! K. l+ |) ]. s - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 7 I+ J6 F) p0 C
- alpha (0,0.5) (999,0.5)
* T1 E* Y, O4 W( `" Y - randomstart false4 H" Y1 G2 D) S c$ |
- active true) A+ ]* o* ^0 p/ H, Q. u+ h/ N# V# y+ a
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0 f( M1 q" R( ?8 U/ u3 ^
- </control>7 h. x" f7 m2 M8 z1 r, I& f
- ' d2 \! o1 X1 a/ ]4 F) w
- <control>4 _: _- \# q9 F; w# ^6 S3 [) }
- unitid 2
' a9 A* _) X3 ^* q# Z6 t - active true
/ S7 W" B0 w! Y$ ~ - startposition 0 0 0. c1 k# f+ I) G: E1 p# x1 J2 o
- lifetime 0 1000" t: v. a, G( O1 K1 r- x
- animtime 0: n* h2 F. t; [* g, M
- bonename "Bip01 Spine" ) N: M/ `9 b' g
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
4 a. N: i, L+ K8 f I/ \5 A* ] - alpha (0,0.5) (999,0.5) 9 L4 `9 w$ L4 s0 ~8 O6 z
- randomstart false$ v* b3 i1 n6 H% @1 x( T
- active true j9 @% `: E8 B \
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
2 L* m# l% U# F; \ - </control>
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9 J) \. i; V% t6 k- B- <control>, s$ F6 c1 p3 k/ J7 E
- unitid 3
' @7 C, a+ w& l, Y* L - active true
4 G+ o, ?& [) M" w6 g* w; O - startposition 0 0 08 S3 X, @, b; D f* N1 g* `) p# v
- lifetime 0 1000( ^" `# H- w% {& y/ U. F. `
- animtime 0
7 u, P/ p% R D6 e0 y& j - bonename "Bip01 Spine"
8 m, [6 ^. D8 n - scale (0,0.5,0.5,0.5) (999,0,0,0)
/ A$ m6 t+ j" q9 i - alpha (0,0.5) (999,0.5) 8 v% s5 T$ J% r* H) I4 u
- randomstart false" k& n/ r3 _& e! c( l% W
- active true$ X1 [. t2 a3 n7 r3 ]* l+ @
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
( E+ b+ k/ B4 w+ O1 z - </control>
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3 U% I5 P/ j3 a% I+ u( Q' ^) n- <control>
/ Q, O: Z j: J5 o - unitid 4
7 j2 ?8 F6 l: V2 e& a; J - active true
: @# V+ k5 [" Q5 h - startposition 0 0 0
1 Y0 S2 k; W: s - lifetime 0 1000
' B: ]' c. |$ m* _( U - animtime 01 m- P7 H+ p: q5 m* Y4 _/ N! q
- bonename "Bip01 Spine" P/ W- p# u2 f* p4 s
- scale (0,0.5,0.5,0.5) (999,0,0,0)
. ~$ o4 w5 q: @5 `/ Z/ c - alpha (0,0.5) (999,0.5) . ~2 D$ F, v( h3 D. u0 b0 G& O
- randomstart false
; d D6 z& d& U* n4 m - active true$ P2 K; x: P4 M! y
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0' J9 r: F/ h3 C+ U% | X$ ?- O0 x
- </control>) p! e5 E, b: x$ s" Z) @
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- <control>* N, e9 M5 v( `* D g6 o
- unitid 5
/ a2 r. j( a4 r, ^4 d& L2 O - active true+ h' \3 B. z. q+ I* N/ f
- startposition 0 0 0' y0 N* p- f3 j4 b |: L5 C
- lifetime 0 1000
% w9 _! L8 B) M - animtime 1/ J. @8 @5 V8 d1 m v
- bonename "Bip01 Spine"
# q/ x% p$ R$ l8 _( R, n+ f - randomstart false) ~( ~7 s1 W- M+ j
- active true
8 E4 O! ?6 ~, E - </control>
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- </scene>
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* l# J' U3 @5 J7 D- </effect>
复制代码 1 C2 R% N$ ] }7 M
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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