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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2 X; r9 w6 j+ L1 v* e$ f
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! j n2 B) O J) k( deffectdata.02
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0 M2 ^, t% s1 S' C- <cate> 18 I' Q7 y) \" D
- <effectdata> 0' b c3 D5 P7 k5 G. p
- name sp_yellow_hand
n, P! }2 {& H2 }- w - unittype sprite
B0 f8 ?7 W3 C$ i2 E - billboardtype camera
6 Q( O% U! y# H1 _2 U% [ J. a6 H, V - tailstep 20 0 0.1 600 false8 P: K2 J# ~1 }( J8 b9 C/ ~
- size 1.000000
6 B' f' G' T& V% O/ W; b4 |* _ - backprint false3 e* w8 W/ x9 b& S" w: ~
- disort false
6 {; f3 I1 a! A# x - texturefile Effect\monster\longch.dds
$ d# _' @+ ]" x! N' v' e - texturepack " |( O0 N0 n/ E9 A2 T- a$ z
- blendtype add
( V8 |: M3 L% ^! Z! g; |! v& F - textureloop increase6 z/ i+ U+ r2 r
- texanimtime 0: l, H O3 R" o2 U R6 {
- </effectdata>8 [/ e6 `$ V* n" j" \
- 3 [; R7 U4 o, t3 [3 j
- <cate> 7" m5 ?- P) B+ t7 q# |% X
- <effectdata> 0
i+ j6 t! K7 p' B - name pt_yellow_short_light_021 L- \# ?9 L) l+ n* @
- unittype particle' x! \& C( x6 s
- billboardtype camera
& r' M/ t! j$ B( v - tailstep 0 0 0 0 true& o; F- r- ] `: m2 Q! t# l0 {
- size 2.000000
6 m* J/ w1 o9 P2 t2 L2 q( v - texturefile Effect\monster\light01_orange#.dds
/ [$ e/ K6 [8 Y3 { - texturepack * Z7 D. d+ H* S- Z% g9 n
- blendtype add
9 U: H% F- w0 u6 U) r - textureloop increase
! ?8 D+ d( I; t4 L E - texanimtime 07 F! N2 i+ y7 ^8 j4 y
- leaftype sprite1 L; \4 D7 B5 t
- activestate exploderange
. v4 Z9 x5 s' u. \' R - lifetime 200 200
8 }6 l: p. p) U7 F( T - emitrate 30
+ g8 I3 Q" n/ `2 U7 L$ J4 i% A - maxelementcount 10
) C: [% D, M9 k2 w% U7 o! h" B* L - addrotate 602 t' w. g3 D! E/ m I9 N% c
- velocity 0 0# v3 B" ~, q( b# h) h$ n* z
- acceleration 0.000000
# g, H7 Q' G# u - spawndirection 0 0 0
- @/ h: o2 D L - gravity 0 0 08 F! w5 E; K* p9 l, L
- colorrange 0.000000
0 ]; R, t6 a2 e/ u# p - startrange 0 0.51 o* \0 T# i0 s1 y8 i% b4 j0 e0 u
- endposition 0 0 07 s, ]5 q$ l6 v$ N7 g# m
- particlesize 0.5 1
: N6 Q: p/ ~2 I0 x - followdirection false
5 P7 w3 T2 h7 h `4 h - spawndirabs true
: G4 K" }6 u, X - trianglerender false
3 ~( k& O; u2 r* Q - </effectdata>( I7 {2 t5 X& v5 @. u9 A/ |
' e" `8 [2 k$ j- r: i- <cate> 34 E6 M* L& B C- v
- <effectdata> 0
1 ?) x$ z: @" L) x/ u' j9 j - name mh_EFFECT_EMBLEM_DRAGON
" r8 ^5 f [' x- d2 I+ K1 } - unittype mesh
5 Q+ n4 ]) q$ u6 ^! K+ v/ v: `& f - billboardtype camera! r& w8 n% O1 G' O6 x( U! |
- tailstep 0 0 0 0 false% y6 j/ @, U7 K4 S9 j- ~
- size 1.0000009 |0 @3 p0 W/ U+ g% v' m6 v; L$ g
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
; _8 P" Y g! H. X: S - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh# \* n. ^5 o$ X; ~0 H) E' l$ ]' k$ Z
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim# d/ y" i7 s L% ]3 p8 @" ~' n1 h
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel1 b" T( t. B6 Q, F7 G* A6 q
- animlength 0
P( }* K% N: I k, M - twoside true( L8 V' l- a1 D& S
- mesh_status 0 0.000000 0.000000 ""
: r q/ ?4 @- D" ~4 }# W( W2 q% N. s - </effectdata>
复制代码
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! _* ^! F/ {6 |- xeffectscene.02
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6 Q* H4 s6 ^' ?" Q- <cate> 5 game$ F* ?; p5 a: y& r7 [7 U# x/ A
- # ######## EFFECT_EMBLEM_DRAGON ######### #
/ [& _4 Y# T" [ O - <effect>
1 E) F1 B4 a8 x7 C/ N - id 1181& \, R; ~0 J. `1 G& @: R* ~. j \- |$ g- u
- name EFFECT_EMBLEM_DRAGON1 T0 N/ k6 w6 s+ C8 F1 f' R6 U* F7 j' T
- culldist 2475082071472936200000000000000000.00$ w6 y# z8 z9 y. `9 l
- <list>
; A# h' }( { s, r+ y$ j! H - res 1 sp_yellow_hand4 l& K! J- c. H+ x9 ]* w8 w
- res 2 sp_yellow_hand
5 z+ \& L+ U( t4 P - res 3 pt_yellow_short_light_02' n5 `9 p) m: F/ D
- res 4 pt_yellow_short_light_026 ], \. T! m) y! E/ ]! ~( {! A, E
- res 5 mh_EFFECT_EMBLEM_DRAGON
: C, c, p B: e- f: \ - </list>+ ^. n% f; C+ l& ~! B; W# V
- <scene># T( @1 P) s3 q1 D6 v
- sceneid 1& `) y- y: y7 J
- name 12 @4 @3 g" v! W0 L2 y
- <control>0 t) {$ B$ o" T9 O9 r( x* I9 N5 ~
- unitid 1( d: ~7 G" I# n* z9 Y+ b
- active true
4 m! Q, h6 j' v) o+ k - startposition 0 0 0$ E# w" s; Q0 c
- lifetime 0 1000
& m5 h! ]( `. y, r e, o - animtime 0
/ k: c+ t9 I, ` - bonename "Bip01 Spine"
+ j- _7 e8 s1 B* c$ o) h3 | - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
3 n% F r6 o& A& \9 I" ? - alpha (0,0.5) (999,0.5)
6 h8 M9 A/ c- v$ Y- A - randomstart false
! |& i. `7 N: }! M1 r4 y$ T - active true. }0 c7 M! \, X& ~9 E5 ?
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 04 `5 q: l4 ]/ d- ]
- </control>" t' ?& Z) D; g& v
- 7 v$ L" s$ C! r8 S+ q
- <control>
: l; T* W3 n- W( Q - unitid 2 @% K$ Q% i3 F+ c# L3 D. }2 {
- active true
3 h8 ]7 u/ c$ \% h/ C5 C# A - startposition 0 0 0
7 V6 A- f5 w9 H6 S; [ - lifetime 0 1000) t ~3 S7 Y; W8 x( W
- animtime 0* Y6 \8 [3 b; A3 n
- bonename "Bip01 Spine"
2 f' l- l8 l6 L2 ?) T; J - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
% N6 _6 W9 M" C, m$ w - alpha (0,0.5) (999,0.5)
# ^/ R0 f6 I* c" [7 K, x - randomstart false6 P" r6 b, o5 O; v4 Q
- active true
% z" M$ t1 d* G" O, I - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 09 j' ], L9 e5 y3 _
- </control>
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- <control>
s- x& U/ s- S6 `3 T6 N - unitid 3
5 H& h R6 Q8 ?* w3 p - active true: K8 e, W9 g! x- g4 w: u4 e+ Y+ [
- startposition 0 0 0 |8 C; ^6 _7 ~' ]6 n: L
- lifetime 0 1000" p) c1 x8 r. Y
- animtime 0% s* I. U6 y% f! y# v; _
- bonename "Bip01 Spine" D4 R; ?& x1 k6 L# {; T
- scale (0,0.5,0.5,0.5) (999,0,0,0)
, R( N0 C/ W- ^7 i9 q9 U' m# g - alpha (0,0.5) (999,0.5)
* k% I' l9 B& A8 s9 _$ G5 a( { - randomstart false' i. S5 o# h# U& w R
- active true
9 `* U+ c" f3 j; l - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
) K$ S( ~' F+ T+ ^- F' U - </control>- s) Q: t+ c P' i9 p6 `+ y
- 1 w) K6 l3 ~* u5 A c
- <control>
- {8 E8 B4 X& S2 a9 ?% {% e1 m - unitid 4
6 k* h5 r, V* d$ o) d/ _+ [ - active true
. Z0 f- a( I. `: V0 L - startposition 0 0 0
$ c9 Z2 ] W4 b - lifetime 0 1000% j; C. s* ] y! h( \
- animtime 0
. a4 A ?8 v p/ L8 j - bonename "Bip01 Spine"
2 P! o- P- s& S; G7 g( g8 d9 g - scale (0,0.5,0.5,0.5) (999,0,0,0)
# ^( c8 t0 _4 x1 h- R% \; i; @5 N4 a K - alpha (0,0.5) (999,0.5) % S! M% G9 P6 _( @+ A6 N
- randomstart false: A6 H" w* V, N' |' y, L
- active true3 L4 W0 g" S: ^6 R5 }
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
4 E% j! S4 q1 o+ G, T: l! j- { - </control>& N8 R3 y x$ _( f0 m1 e0 j9 l
. m- j. I6 f! |1 y3 V- <control>( P4 f+ |: ]5 G X" F, @4 H
- unitid 5
9 Z, P( j- N2 K6 j6 C; `0 W - active true; w$ T' P" D& O: x9 ~
- startposition 0 0 0( a% v1 A3 _# n1 L1 ^, V
- lifetime 0 10006 l. u8 J' q8 V2 \4 e
- animtime 1
& y3 O* C% r8 R8 q- k - bonename "Bip01 Spine" ) s L: p/ {( P, t \
- randomstart false- D/ N& P2 D/ R2 S
- active true
6 \* T( k+ N' H - </control>- ^' h; P$ d" F* y
' k2 {+ j+ X# X- </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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