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图片可以任意修改替换为别的图片 7 r* c1 B6 C/ ~9 Z% z& |
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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, z5 `5 ?0 T* r: ~
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effectdata.02( H( T# p- c1 E3 {- I8 j- k h
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- <cate> 1$ T+ n* F6 m- F( P
- <effectdata> 0
4 d7 n. {2 Y' m6 p0 b7 x - name sp_yellow_hand9 a% \ x# m: W# v: y9 E# }
- unittype sprite; l$ R$ i& v! o
- billboardtype camera/ I- Y! {% d; `
- tailstep 20 0 0.1 600 false
, m. G9 Y* ^2 N9 p+ w - size 1.000000
( ]4 e; x* P; n6 u$ w* X# h - backprint false
! d4 _/ B4 \) y+ _6 b0 k4 @ - disort false) |( \/ E8 A! u/ g
- texturefile Effect\monster\longch.dds
# a1 ]/ @9 e8 [: b k - texturepack
# [. t l/ O- } - blendtype add7 G, y3 V+ Y; y! c, f q" y
- textureloop increase* ~, ]' ]# X ?; `* W
- texanimtime 0, W2 a3 M r3 Z: `5 l/ p
- </effectdata>
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4 }/ ~7 V; d" I- <cate> 7. ?% t# X: H" q* P( D
- <effectdata> 0
9 j1 q! k7 f& V - name pt_yellow_short_light_02
3 O; d6 }+ C, f - unittype particle
5 ^+ u* t5 \# ~, D4 r - billboardtype camera' [0 Z: q5 I2 p" E" j. k
- tailstep 0 0 0 0 true
* y% C: b: a3 j( C9 M" k - size 2.000000
- z# _, o( M" r! K9 h9 E - texturefile Effect\monster\light01_orange#.dds
1 \6 u- w4 f1 E& }, P& K e - texturepack
& a# V' f. }3 K8 Z- E - blendtype add
1 w4 l# Z! f* O - textureloop increase- N: a* n3 N0 [* u, {/ f
- texanimtime 08 I* Q% j. b, t5 j5 L; K/ r+ R
- leaftype sprite9 D- B$ i# S( f8 |
- activestate exploderange
4 H4 g# ?- g5 C5 o: `6 d - lifetime 200 200
( K4 i" Q; c. I6 Z: Z: F - emitrate 30! Y8 W% z, A0 J! \6 ]- g
- maxelementcount 100 D$ V7 U8 X, N6 s, Z; R( f
- addrotate 606 |3 d: v h" C: ~
- velocity 0 00 ~5 O3 ^2 y! o2 y8 n
- acceleration 0.0000003 d$ p& h7 w* k0 Z
- spawndirection 0 0 0" m5 z/ y) a- u/ L' M5 @: R
- gravity 0 0 0/ x' R, o/ S) C# `8 B! b$ m7 k' a- Y% E
- colorrange 0.000000
. l; P) L$ W) x3 T' A( \, T. ~ - startrange 0 0.5
8 z, w: ^0 h9 ^2 _ - endposition 0 0 0
* T; Y0 c% Y9 a - particlesize 0.5 1
X- f5 o+ U3 ~ | - followdirection false
9 z! V k3 g$ Z s1 Q/ |7 ]! s, U: j - spawndirabs true
. A$ e" u8 c8 U* T+ F - trianglerender false9 x: |1 h2 \+ A, j
- </effectdata>
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" T- [# f: j3 K- <cate> 3
4 H0 {& j, I2 W - <effectdata> 0
/ ?' p+ T: U* H) m" k1 [ - name mh_EFFECT_EMBLEM_DRAGON
+ q% I: e6 y' z5 v$ l - unittype mesh+ B, K6 r" H8 v9 x
- billboardtype camera% J/ x+ ? z/ R, ~6 o1 S* T
- tailstep 0 0 0 0 false; b0 B' d1 y% l8 E2 F7 x6 q
- size 1.000000/ y$ c7 n! Q# |0 Z: R$ f
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack c& g$ P! K$ u* I4 T0 ?4 t1 W
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
* K: o i, r! [0 B$ A7 Q! m - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim+ m& P6 y/ ?. |8 C" V1 x* `# z
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
, L( I" u1 z" [ - animlength 0' R' L7 [; i5 E) z" }5 G
- twoside true
( [' v6 z! R7 c1 D* ~* U1 A - mesh_status 0 0.000000 0.000000 ""
! T1 z' A: C6 ^: U6 w - </effectdata>
复制代码
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effectscene.02
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$ i0 @- e4 Q, _3 O- i1 T( f$ K. t- <cate> 5 game
0 \1 x! E$ d# z - # ######## EFFECT_EMBLEM_DRAGON ######### #
6 s% {4 v) b8 c8 s( d d' I - <effect>
4 p& i5 e+ W- n" e- T - id 11811 @! N; Y5 s& ~
- name EFFECT_EMBLEM_DRAGON
; P+ B, C: U" N - culldist 2475082071472936200000000000000000.00
2 S3 X! ]* T/ F9 u5 X" ?7 O. W* A - <list>0 X3 \ X, o- D G( q. w5 q
- res 1 sp_yellow_hand, `+ L# j3 h& e
- res 2 sp_yellow_hand
8 Y; K" o' o3 B- b6 Z' k; S' v4 [& E - res 3 pt_yellow_short_light_026 k* N/ q ?! E" u/ i; b' i" r
- res 4 pt_yellow_short_light_02
* Y- [: Q3 V# i4 h$ k; h/ l1 p - res 5 mh_EFFECT_EMBLEM_DRAGON
9 N- J6 y) l `- t. N/ C) a - </list>
6 V. k0 V' Y/ i5 l, I - <scene>
5 x& e+ u7 b" c5 I% j/ ^ - sceneid 1
+ l, M0 J$ h( U/ j1 P - name 1
+ g! z1 ~$ w$ R/ c! s - <control>
. c1 w5 s8 p# x! e1 A - unitid 1% U. h& e; s" Y" P
- active true
$ N$ \9 k/ t! Z N* [( {6 A$ _ - startposition 0 0 0' ~2 E. a, J5 x3 y, M
- lifetime 0 1000! Y0 S4 X1 A# m7 P9 L. E8 ?
- animtime 0
2 K1 a+ \6 A! o7 D) d+ E - bonename "Bip01 Spine" ; Z9 [. ?0 ? H+ P% `7 F) ?
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 8 b. D7 B: i' Q }2 a4 O9 C
- alpha (0,0.5) (999,0.5) 2 a" s8 {: S4 ` Z/ O; h
- randomstart false
: ?( A! e) Q3 R; {3 N0 p - active true
3 L0 z g5 k! G7 _ - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
8 j7 p6 [3 T- X" D7 D+ ^ - </control>
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6 W: n" K( m+ o' e4 h- <control>
' w! z0 o9 E4 H - unitid 2
) X( L1 a8 J, K* a - active true' w2 R0 H" [1 n0 t. x7 m% I
- startposition 0 0 0; @& ^* _: K' r# n
- lifetime 0 1000/ _/ ~: B! g: T k- x" [9 I: {9 y
- animtime 0
* C: ]9 O8 o9 T) ]& V/ T4 e - bonename "Bip01 Spine"
5 q% {9 X( R. |3 `/ x, t - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
; W8 {, ?! x5 f" E0 x: L - alpha (0,0.5) (999,0.5) & `9 U0 c7 v4 Y4 o1 H( N! |5 H) C
- randomstart false) Y0 Z. G0 B. C3 n2 L- F4 {
- active true
" H" P8 j9 e9 ^: ^* N - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
; @' D# T7 S6 Y - </control>7 o0 w8 k6 a/ y! a8 c
- 0 q! N' R* O, {2 V+ i: r+ f
- <control>
) q$ h! n ~. C8 `4 z( }" s" W: v - unitid 3
4 E$ J8 `, z* E3 ~2 C8 ?0 Y6 k0 D9 r - active true$ e. s& t1 B7 m! q$ E t
- startposition 0 0 0
: N1 g* l: o. U. j$ J5 t1 X - lifetime 0 1000
2 o7 x+ b4 U1 }0 ?- d f( [- ^$ } - animtime 0
& S8 U/ p4 W9 g; m" C& ~4 g - bonename "Bip01 Spine" 5 A6 W4 d O- |" v, S
- scale (0,0.5,0.5,0.5) (999,0,0,0)
; N2 t) ~2 Q- g; {; w - alpha (0,0.5) (999,0.5) % y/ z7 w2 G3 m/ O+ q6 g' Q( ]
- randomstart false0 A8 C6 s z7 F" S
- active true: K! O, \2 D' ^' ?; L/ H
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0! E2 B) @; k ]& F
- </control>" b. ~3 W9 V) E' `8 i9 B
/ C& \) `' E; l2 T! M- <control>5 |5 s& [; i; v5 G% V
- unitid 4
6 Y, @6 @. r* G& F) \% r$ B - active true" v' m: c; u2 g* ]6 K( a# G% b
- startposition 0 0 0
. E8 U0 T% l- |) w- e9 o, `. L - lifetime 0 10008 J: |( y" P' U# Q8 m5 n2 J
- animtime 0 C1 J( J0 z# ]5 S4 p5 h9 x* x
- bonename "Bip01 Spine" 0 P, L j! x7 Z- T
- scale (0,0.5,0.5,0.5) (999,0,0,0) . O/ Z5 x# b* m1 w- ^7 i9 ~5 H6 v
- alpha (0,0.5) (999,0.5) 7 h X- U! O& Q
- randomstart false; [% x2 U' s9 a3 j l0 t3 x! s
- active true
" _' m! ~* T0 Y; s. k - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0& k7 f2 f5 ~/ f( S
- </control>
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3 ~& \* a0 ~0 Q% p6 Z$ J- <control>4 g8 O* {! K% B) Q9 h) N% L3 F7 d
- unitid 5
5 V$ M2 E% n6 f - active true
; ?: V9 ?! x7 B6 T, ~' g# G2 A" r - startposition 0 0 0
+ | P) }: X, ?3 g' e! |) \# k - lifetime 0 1000' Z& f- [% @3 a2 e, S
- animtime 1
# M# ]6 b" j+ p( D) [( r" O1 t2 V - bonename "Bip01 Spine"
5 n6 ^1 U9 Y9 Z - randomstart false
$ t K4 _; X% A8 I; ~2 j9 N& d - active true/ B; k2 L: k* I% }, u
- </control>) w' |% E2 B3 P U& N
- . w5 C1 A. V7 C, V u8 l
- </scene>" S3 r( x! r1 t' T! W" T3 @
- 3 [+ ]' N% y; g% K! T
- </effect>
复制代码 , s) h' |5 L8 F4 @
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特效.zip
(408.85 KB, 下载次数: 4, 售价: 10 贡献)
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