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图片可以任意修改替换为别的图片 % g/ X L' G( N3 r8 {; g
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; v4 c' n4 B- w, B; E注意下面代码不要直接替换 这个是需要手动增加进去的. _ u6 \7 ?0 M/ n
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; d% p& s, M) _- b, g% c7 Jeffectdata.02
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- <cate> 1
5 v2 p. U8 ^) w - <effectdata> 0
: e/ B8 j) u& J( O, J5 d0 D - name sp_yellow_hand
- L& ~7 x) k9 c- g# `# M2 O - unittype sprite
" A4 [4 P2 X5 o1 f6 h& U) u - billboardtype camera
# n8 @8 D' g" l; X* X, G - tailstep 20 0 0.1 600 false
% I6 ~; |( c3 v! X - size 1.000000
8 Z9 X5 J7 d( g3 T - backprint false
/ L) z4 }! l& O, {' Y - disort false( J" ], b5 v5 P# i5 @8 C
- texturefile Effect\monster\longch.dds
# _$ b, A: `7 W. S# ]2 L8 v, P3 |& } - texturepack ) D8 i2 I6 u2 w" k1 ]9 S: X8 ?9 C* n
- blendtype add
8 W) ~3 s' \* c; D - textureloop increase
, n2 [: T7 ?" ? - texanimtime 0% m- S# X& O K- n* ~* Z
- </effectdata>
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- <cate> 7
6 M/ X M ^0 |1 @; M; Q) m - <effectdata> 0' N4 J/ b9 Q/ ~! B' i4 p
- name pt_yellow_short_light_02
3 p7 R& F( {! C$ @7 n - unittype particle* A. H7 w% ^8 _+ s6 Z6 x) {0 e
- billboardtype camera
9 b' _; p, N; _$ I" N - tailstep 0 0 0 0 true3 O5 e2 s U/ T
- size 2.0000007 @4 S$ W5 U# u* N% _( v
- texturefile Effect\monster\light01_orange#.dds, k2 q/ i- I5 P6 H1 b/ d
- texturepack
8 K+ H! \6 T7 } - blendtype add
4 ]; n& {" }" H! a - textureloop increase
; c0 V8 e2 E* \5 t, I% C6 D - texanimtime 08 C6 ?+ l& e9 f6 C" g6 |. L/ A; {) X
- leaftype sprite/ K/ a5 A: J, l' ` h5 b: B! r( p% T* f
- activestate exploderange
* \* b$ D% e) j1 Y5 L3 q4 A - lifetime 200 200
, n- B B% v9 M6 s, b6 D6 @- F - emitrate 30, r* x" [8 d: V
- maxelementcount 10
* b, v+ z9 [) u& w, Y3 @ - addrotate 60) t, e7 n* n8 Z
- velocity 0 0
& ]& B; f1 r `6 ?) G+ u0 } - acceleration 0.000000
! k: q W& C& \) @2 D - spawndirection 0 0 06 \, d' w2 e" J& o
- gravity 0 0 0% w! b) h( ], ] e/ T
- colorrange 0.000000; K; e( M' S. s# y! V" ^
- startrange 0 0.59 w* ^1 i$ n) ?6 K ?% w
- endposition 0 0 0- x9 t& H% ?5 X1 v' ~- f
- particlesize 0.5 1
( G3 K- M ~7 p9 P& J$ D - followdirection false
( P0 r/ V" Q. r2 ~# t+ U( G - spawndirabs true
, S5 ~* v+ L% L& g0 K - trianglerender false
/ ~8 q# z6 @; g - </effectdata>7 U( d, G6 \; g( O3 a
6 D8 u& Q* a$ h7 Q- <cate> 39 L7 ?+ n2 G& i
- <effectdata> 0
" H8 B3 Z" R2 `- V# [" w2 l) R - name mh_EFFECT_EMBLEM_DRAGON" Q: f# Y: {' u! n7 F+ j
- unittype mesh
9 C+ f9 u: e$ X( [) m5 q8 T - billboardtype camera# P! i4 t& s7 B1 Q
- tailstep 0 0 0 0 false* C" K6 T3 k% J5 t0 ^8 @. F
- size 1.0000004 b- Z) T/ Q9 m% ]* N0 m
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack! y" [, {+ M+ {7 O
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh0 j, R5 ^( }8 A" q& i: Z3 |
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
( |8 c5 i( `1 _- a- y - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel$ t! H, S. q) |
- animlength 04 u! U: D* R$ j5 T( T. j
- twoside true1 x: r3 r. k- i# a3 L& g
- mesh_status 0 0.000000 0.000000 ""
) ^6 P3 z9 U' X - </effectdata>
复制代码 0 k5 _; y* H9 f2 Q
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effectscene.02! A8 T/ U6 \" ~% z2 @; S" {' p3 f& c
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- <cate> 5 game
# e/ n2 x" `3 | - # ######## EFFECT_EMBLEM_DRAGON ######### #
) t; w# A7 I+ W/ P& Z) @ - <effect>
; k V* J8 J9 ^0 j/ }- J - id 1181
9 Q8 t$ Z* v( m# E8 R - name EFFECT_EMBLEM_DRAGON
& g/ U4 ?# ]4 l9 `7 l3 r6 ~ - culldist 2475082071472936200000000000000000.00, r& {$ P( J$ F7 j" e4 A7 Z
- <list>9 ~/ O e# ?& Y# B
- res 1 sp_yellow_hand9 {7 t! a7 |5 `& ^: B7 X& u/ T
- res 2 sp_yellow_hand
# H# `8 a P9 h0 D8 }9 Q5 ] - res 3 pt_yellow_short_light_02% e1 e7 s4 M4 C3 e' G4 n: O& ~" E
- res 4 pt_yellow_short_light_023 V# D2 ]/ K6 E! |3 N- @
- res 5 mh_EFFECT_EMBLEM_DRAGON
9 A' Z9 R; b2 M - </list>
7 |& I% j+ l; n' o" d. n - <scene>
! Q8 j S* `0 r7 E - sceneid 1! ?6 Q4 P% o& h7 m) l+ b
- name 1" u6 s: T$ d4 s4 v2 Y3 x) {
- <control>6 R0 H- T/ }, c) Y7 Q
- unitid 1
. ~9 k8 [/ K" p+ f# h - active true
* Y! M- }7 u* ^) \. o u: X% U - startposition 0 0 06 k. v: t& n" C% t2 Y6 a
- lifetime 0 10004 A5 {1 z g9 Z0 W- Y: m
- animtime 0
8 V" s- S! {* x% h - bonename "Bip01 Spine"
. S4 E- z8 Q) M - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ) ?7 `9 O' {# z( ]9 T
- alpha (0,0.5) (999,0.5)
( d( A, I* `# E' B5 O% I+ } - randomstart false7 N# H& q, v: E. P8 q7 Z
- active true
+ ]( a7 b0 a4 _ - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
3 g/ \- G) |4 o. q - </control>/ m( z/ Z5 J# m/ D. P. s; B: z, ~
" a- h+ Z! ~4 c' B [- <control>3 x' Z: {4 c0 c7 I( }. P' n
- unitid 28 s" C a6 Q Z8 v$ X
- active true
, N# P9 Y2 ]/ l# s - startposition 0 0 0
- [- \% k( u" t* \- T s3 i - lifetime 0 1000
9 f: u7 H4 {- a - animtime 05 k( b& B" ~0 q/ R; _: s
- bonename "Bip01 Spine"
5 P, p1 s; u. S, b - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 8 n+ N* j3 w! v. S
- alpha (0,0.5) (999,0.5)
$ v* w7 r4 j3 A2 u8 n5 s% F - randomstart false9 f# A5 g m3 t% w9 O: e( H! ]& L
- active true( h0 O0 n+ B7 v
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
& F! t( y3 k% |" _1 c. Q. I+ Q- Y - </control>
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- <control>8 f7 w9 W3 K3 c+ m' L6 }
- unitid 3
. u# W7 }3 P Q/ o/ X6 ` - active true
2 e% F- e: S! G - startposition 0 0 0
1 P* v, @" s+ F1 c - lifetime 0 1000( C( d# Z+ F+ k5 I8 @( b7 F- T; n8 G
- animtime 0& N! R% r/ B1 R+ l
- bonename "Bip01 Spine"
+ r4 K* K" M$ q: n& _( A/ g - scale (0,0.5,0.5,0.5) (999,0,0,0)
* ?6 R+ @7 u" G/ T% }, f - alpha (0,0.5) (999,0.5) % l/ d; h* @ D* g( t5 @
- randomstart false7 |; s0 z7 b* k' K) a* i
- active true9 a( Z) k; Y& r9 p b+ N7 i
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0' v+ n) K5 y, ^3 r6 B& A: Q
- </control>
1 p5 ^, ]8 W6 B/ P/ D* Y# O - 7 A, g/ p; G8 O4 X! t8 z9 ~
- <control>8 Y7 Q/ l) H# t& g
- unitid 4! K/ i8 N- G, g+ _
- active true8 A- O1 F8 d: k) T
- startposition 0 0 0/ J, {8 W0 H, a" S* Z
- lifetime 0 1000 d, B5 R) w& U. A3 c
- animtime 04 o4 O: b M# Q* a8 [4 x
- bonename "Bip01 Spine" ! u/ D, J, j7 A# m3 I
- scale (0,0.5,0.5,0.5) (999,0,0,0) 3 F+ ?+ O3 h, D+ V) a+ H
- alpha (0,0.5) (999,0.5) " ^+ _2 X6 Q" e" x, O* P! x9 T
- randomstart false. H+ G' Q4 W. O
- active true
+ T- J1 A4 \( N, n. z; X0 U - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 07 w! I9 j7 @5 R/ Y% _- u
- </control>
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- <control>8 Z7 o x( a- p; V- o: l n$ N" e0 L/ @
- unitid 5* k. q, R4 F- ^7 m
- active true
% E: A3 o& @3 B - startposition 0 0 0
! _: x. V) {3 a5 z+ f - lifetime 0 10007 I5 O @0 e+ t5 r
- animtime 1/ H- e+ r) L2 R4 Y: M5 w3 c" t( L
- bonename "Bip01 Spine" * A0 g3 H1 V# v; z$ P
- randomstart false' y: }) K6 P8 U2 ]1 R+ P
- active true
3 n. D) z. m! E - </control>
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# L1 |( F) k' n0 d' l0 j- </scene>
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- </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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