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图片可以任意修改替换为别的图片 ' S! \( y/ Q9 s
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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
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effectdata.02
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/ R6 N/ g9 W) k- <cate> 1$ A& r8 v. f7 [9 f2 I2 q; Z
- <effectdata> 03 i# m9 H) J2 [/ d. s% W% K5 X
- name sp_yellow_hand# s" S( c+ ]7 o1 B' y3 l6 d7 l/ i
- unittype sprite
" Q% C' p- {, p4 _4 F1 D - billboardtype camera
6 Y9 b Y* j9 R1 o - tailstep 20 0 0.1 600 false
) d. I+ E6 ?1 ?1 k - size 1.0000006 Q. X& x5 c5 s4 r. z
- backprint false
/ z7 K& A2 o' q6 @+ T3 e - disort false% N- f, m) E6 w- O- p
- texturefile Effect\monster\longch.dds7 \" ~1 H; v0 r% A# o
- texturepack
: }; d5 k! ~( i, X/ t% y0 L) n - blendtype add
7 ^. Q1 y$ B2 h- W - textureloop increase
/ r, D' {& `& ` _% f- A - texanimtime 0' U |5 u' l! Q. w. M8 a0 r0 z3 B
- </effectdata>
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- <cate> 7" D" K P3 e" z8 p2 }
- <effectdata> 0
/ U; ]) J! Y* L9 n2 e5 Z - name pt_yellow_short_light_02! S3 C: q9 e) j* O- ?
- unittype particle) p& [9 V. I4 l8 E0 W0 }: S
- billboardtype camera
. L* R1 ?. T: f0 \1 X - tailstep 0 0 0 0 true
; {7 F6 N2 y2 b) b, w$ V/ ? - size 2.000000# G E& [* ^3 `' F7 j
- texturefile Effect\monster\light01_orange#.dds2 I, _# `+ y) t2 w" v* C8 D( O
- texturepack ' q2 ~6 Y" ?, t: _: x
- blendtype add0 v l! R: l/ q8 r4 a
- textureloop increase
7 G: Z9 k$ @/ z' j# K8 E5 s - texanimtime 0 y0 ~- z8 B& _' v0 v
- leaftype sprite0 E5 o" C# M+ r/ m0 M& ?% f
- activestate exploderange9 }( y) Q% l6 L+ W/ {9 U
- lifetime 200 200
& `$ \5 s- L4 B- w" D; E5 f - emitrate 304 R: H4 ~- e% T" P8 d5 K1 f
- maxelementcount 10
0 \% d1 p9 N# H/ R/ q+ c - addrotate 60. w- \7 b O7 q# c5 r" o" l7 P
- velocity 0 0# [5 a5 V p% ]5 I: O
- acceleration 0.000000- K X0 x1 y2 `& Q# A
- spawndirection 0 0 0
( d Z; h' Q, R0 { - gravity 0 0 0- ?- \+ G# ~1 y3 \1 L
- colorrange 0.000000
3 O1 o# ?$ C8 o- |" C6 v4 ?: A - startrange 0 0.5
$ k2 D9 I9 u! y6 o& l: R. T - endposition 0 0 0( a5 V% y! n/ Y$ x) o
- particlesize 0.5 1 ]. Z" O2 v+ U) Q
- followdirection false
" v0 w* k: {5 R - spawndirabs true5 g! d4 n' j- w
- trianglerender false
1 \8 @3 V: r# L0 Y' m- X5 S - </effectdata>3 K& s( }+ x. F/ \) X% v1 S
- 6 U& ~; v y0 D5 ^" W( d
- <cate> 31 @8 Q8 ]1 g R; A
- <effectdata> 0
) t& c' s9 [/ f" @' E2 e, v - name mh_EFFECT_EMBLEM_DRAGON
: N& j1 J) h C% T1 ^) f) p, _ - unittype mesh
% R7 Z# o+ Z0 S a% T% p - billboardtype camera, G$ a+ N6 X |. U$ Q' k
- tailstep 0 0 0 0 false- M( b$ D) j( K; v. g
- size 1.000000$ m3 B* h# i- K4 ]
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
I1 O. r4 v6 Q: w - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh+ x3 X! |' B- T( O7 G' o" }; ], w! I
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
( ?6 Z( g+ s/ X5 j" g - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel! M8 ~9 u+ t! }6 ]! C
- animlength 0' ]" N# T; \. z
- twoside true! w3 a- X( m" o8 a
- mesh_status 0 0.000000 0.000000 ""
: ~ S3 F. h" |& S V4 l0 o/ P- X! D - </effectdata>
复制代码
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effectscene.02
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- <cate> 5 game
/ c7 F! ~% u2 U% F# K* q - # ######## EFFECT_EMBLEM_DRAGON ######### #' o7 L V+ F7 `' j
- <effect>
) N! I! E8 ]4 o' ^. h+ e - id 1181
; l/ k: f+ F- O! {' c - name EFFECT_EMBLEM_DRAGON
5 h6 e3 f4 c/ P' c% ~ - culldist 2475082071472936200000000000000000.008 x0 K6 R3 D T1 j7 h7 z# d3 c0 `
- <list>
; o4 c( Y1 S& c. J - res 1 sp_yellow_hand
& Y2 g5 X& G0 z - res 2 sp_yellow_hand0 v$ d" R |, w! g+ N0 m; s
- res 3 pt_yellow_short_light_02+ H% M' S% u4 w4 f8 i
- res 4 pt_yellow_short_light_02
& \ n, D9 H& m& w1 a' x& M - res 5 mh_EFFECT_EMBLEM_DRAGON2 l5 M; @7 g6 |7 p
- </list>! o/ R* p m. s$ f3 ?; H/ }
- <scene>
3 G0 `* Q2 }; U - sceneid 1
# _6 l1 G# [9 ~5 e" X) B - name 1
2 b9 n. `/ R8 ]: i3 I - <control>, N" x; b7 f: z' W+ J# x' C$ S! ?
- unitid 1
8 f# l6 o6 @# ~3 T/ n - active true
' G/ j4 G, `# q% L+ r - startposition 0 0 0! @7 i9 K& Q4 _% H
- lifetime 0 10000 P/ ]6 ^! R3 u, q
- animtime 0, `! b# M- ?, V7 G x- B
- bonename "Bip01 Spine" 4 D3 g( a# `" y! t# @, O0 U4 g
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ! D; D+ r$ C0 M6 l
- alpha (0,0.5) (999,0.5)
: J: Q3 K6 p* ^5 I# _ K - randomstart false" Y9 ~) `- a$ g3 |' [
- active true
. P+ s4 k" n7 j9 C8 X - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0$ @& {" j2 X' r5 m8 o2 L }
- </control>! M: v5 f/ e/ X/ K3 |! X1 X: O
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- <control>7 b; E$ u- |$ I0 W/ G
- unitid 2
+ R/ o& G9 S5 O9 e( }. f7 [/ J - active true
. C! {/ ^5 c2 s5 `4 `4 { - startposition 0 0 04 R/ X6 u5 H0 v$ @ z. o
- lifetime 0 10008 R! [" d) A. h- g
- animtime 0
6 G# A. _4 u2 n# z9 } F& X - bonename "Bip01 Spine" - d+ a# m, a7 n9 @, h
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
4 a( n: T5 ^' @( P, C7 G - alpha (0,0.5) (999,0.5)
! s$ c1 F2 ]3 O$ d& U0 j - randomstart false1 b8 @: I" K+ v1 H/ r# P
- active true! u `% L# O3 G: k' f
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 00 F& J4 d4 t* B9 q' Z# @) o0 E
- </control>
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- <control>5 s3 s" W0 M+ S6 J, P2 o
- unitid 3
" s! ^* F. n+ C1 T - active true
) G, F+ J' `: n t+ t4 W: ^6 E - startposition 0 0 0
5 E) G! O- z1 V! V) q8 B - lifetime 0 1000( A% ?$ ~% ]9 |- U- R4 b9 i p; U
- animtime 0
' I* M( v! |. _) `9 \ - bonename "Bip01 Spine" ! Y/ u" z8 ~, ]$ R" C, e% d- ]
- scale (0,0.5,0.5,0.5) (999,0,0,0) - d5 g, e2 }/ r0 n) p2 I
- alpha (0,0.5) (999,0.5)
0 @# q) O0 r. O7 j# ~5 m - randomstart false: ~+ p! c3 m* ?' {+ f. z) O
- active true
% h; ~ }& _/ m$ k( i' d - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 05 j$ f0 h9 `2 C& o* J& A
- </control>
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- <control>" V5 A+ {; g% ^9 z
- unitid 4
- B% U& h& F" I* i7 T$ x - active true" X4 R3 I8 U. [! K
- startposition 0 0 0# Z3 E0 s1 @. H, W3 v/ x& ^* w
- lifetime 0 1000
+ c# z' V% P# R, [ - animtime 0
- H7 P- y1 I \% b" A' j - bonename "Bip01 Spine" & `) f1 D8 x Z- @% d
- scale (0,0.5,0.5,0.5) (999,0,0,0) ! Z, v% j7 ]" C* ^
- alpha (0,0.5) (999,0.5)
& i& O' E; K) k* { - randomstart false
u/ D7 c9 r+ S - active true
9 m; d7 j* J6 N - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
' m! c/ j: k2 N, p& X* p - </control>
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+ \; n( \! U9 ?# y, g' n9 }- <control>
5 i5 I0 W0 I2 I, V& r5 h5 d - unitid 5
a+ W1 [4 W8 d/ P0 z - active true
) y) q+ A* W& ` - startposition 0 0 06 Z) p# d9 W; f" d4 K5 v9 T
- lifetime 0 1000
( _0 {5 ?# _; D - animtime 1
0 ?0 c8 d; a5 g7 N F3 T# W1 n2 d* V! A9 c - bonename "Bip01 Spine"
, W, [. ^/ Y1 n( O; F - randomstart false
9 c* j6 ]. `9 k7 D7 y+ } - active true
( o4 R' I5 m! [3 g& I- O - </control>6 X* s* f: q/ t
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- </scene>. [4 ]( R8 b9 |% w8 S; |- s
; V6 a7 e( I' R$ [: @- </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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