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图片可以任意修改替换为别的图片 * [: i( G0 q8 _0 i
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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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/ Q5 `* m( V; H# feffectdata.02
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9 P& J8 A. V) g( p: b1 q: N, `- <cate> 1
+ n- C- i5 v; R: y8 \: O K - <effectdata> 08 g* L9 l6 p8 V5 H7 T1 y1 X; ?1 m D
- name sp_yellow_hand
. m+ o6 r( b6 \" ~/ q - unittype sprite
* |! n; N* A. h - billboardtype camera
; `( e4 v- o9 H, J* o: o - tailstep 20 0 0.1 600 false" T) s* m2 C, g' T0 E
- size 1.000000
, c9 Y8 U8 s: P5 x - backprint false
' O- K) t7 d( O" M1 U* F* ]# ~ - disort false9 j9 ?4 f' P! P
- texturefile Effect\monster\longch.dds% H- I/ W' c5 b$ |. E
- texturepack + B6 h: [# z! H1 B i
- blendtype add! Y& I- P7 s2 w q' y0 e
- textureloop increase
/ ?' R a* e- Y0 P \0 Q - texanimtime 0: I( H. @, S9 p. G) Y/ m
- </effectdata>4 F* L1 b6 I) ~( j, J# y
' {. h$ W, }! |3 Y# q U' I- <cate> 7+ _6 n' S" K6 v% c4 o" K
- <effectdata> 04 `" V% Q+ y$ I u, N' V
- name pt_yellow_short_light_02& d4 O8 v( X5 g# a1 d3 r$ b4 r
- unittype particle
' e6 u* e# @! @9 z - billboardtype camera' d. r! z) E+ M# F
- tailstep 0 0 0 0 true
" h$ B: T F/ r - size 2.000000
: _- R: k* k1 V4 s1 Y - texturefile Effect\monster\light01_orange#.dds
7 \# F9 H1 ?9 e, l& j: x/ D - texturepack , ]* v2 @7 s) w$ d( g3 u
- blendtype add! s! v9 ^6 @ O* n8 |
- textureloop increase/ u! m* H, p8 N/ [! u9 t1 ^
- texanimtime 0( K2 T1 U2 H4 ~2 ] q* V4 y
- leaftype sprite9 I2 }1 B; M$ e( i$ C. h
- activestate exploderange3 s' _* Y1 ^& |7 P, w/ [
- lifetime 200 200
: _0 L; }4 L+ \5 z4 c" D - emitrate 30
. u. C, L& ^! \+ {) O. K( C - maxelementcount 10
. t9 Y, L- t5 `1 \) }2 c \ - addrotate 60
) q1 C% b9 C# V& j3 J9 V4 q - velocity 0 02 @% k2 L- q0 n1 Z
- acceleration 0.000000' g% w; F+ I+ ] B) O. K
- spawndirection 0 0 0
+ d7 {$ h* T$ {; e - gravity 0 0 0
7 X" m( W u8 {# @! Y - colorrange 0.000000* A. D0 m8 q: i9 L2 S, b
- startrange 0 0.5
! F0 ^ ?3 t4 _0 Y0 H) O- S - endposition 0 0 0
2 @* Q* N( g& Z+ T - particlesize 0.5 16 X9 Y0 ?3 P% m9 P" n" P3 p
- followdirection false2 a8 S0 R7 Z7 N2 t
- spawndirabs true) y# q* h- o+ c; C
- trianglerender false& U$ Z/ g' q+ D! t
- </effectdata>
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- <cate> 3
- h- q" `6 `. r! p5 `" i* F - <effectdata> 08 R$ D( i7 l6 T+ u5 p5 h0 F
- name mh_EFFECT_EMBLEM_DRAGON7 P( [. ^+ {! i5 a6 O; n
- unittype mesh2 U! L, `7 ?7 b9 m. A
- billboardtype camera
/ K# O- i/ E$ j( _( m8 [ - tailstep 0 0 0 0 false: |! `/ l; }3 H
- size 1.000000; N3 b: d. B& u
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
3 L& y) n6 u: ]$ A' A' Z+ J - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh+ _- c5 h/ V2 V5 v+ |5 C" h
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim; A" c, ^2 f# d* j
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
2 j9 }$ b6 l, Z9 T( ~' Q8 ]' n4 ~ - animlength 0
5 \- X+ F, g7 q5 J - twoside true+ p! X. k/ s0 T( D
- mesh_status 0 0.000000 0.000000 "": _4 @8 ^/ X" y; X7 @ p% Y, P
- </effectdata>
复制代码 ' `5 v1 `" N3 {( G$ E% y! s
' y( Y, d, p- S* {effectscene.02
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- <cate> 5 game
( _- m% N6 _- K# s, m0 ? - # ######## EFFECT_EMBLEM_DRAGON ######### #
& |: Q, a: M& j6 k' L4 O1 b( W" f - <effect>
# Y4 n2 _0 u1 X) O - id 1181
7 n1 m) X: `, ?! h: s2 | - name EFFECT_EMBLEM_DRAGON' @4 h/ h3 d- @6 B. t
- culldist 2475082071472936200000000000000000.00$ }# ^2 [. r6 N
- <list>
+ ~' o/ S# H( j I* d# C4 \ - res 1 sp_yellow_hand
5 D+ h) N, L2 |) x - res 2 sp_yellow_hand
; E* b1 V4 c- h# s - res 3 pt_yellow_short_light_02
6 x% a4 P7 A0 r/ f" L7 W5 v - res 4 pt_yellow_short_light_02
8 z' p0 c$ D- f3 u. ?' W - res 5 mh_EFFECT_EMBLEM_DRAGON- i- f2 }# G0 o5 Z- }3 c
- </list>
# T- ?1 `# m3 j - <scene>
7 ?& Y6 I- [7 O: U" i, J5 e - sceneid 1
% U! [* X9 r% ?3 k! m7 k* q - name 1
% x3 N0 T0 |- n: S7 n: m! X - <control># S$ j$ ~+ g: Q* a, y, b
- unitid 1
( [/ S9 m! j: V; \+ K - active true2 F& u3 K4 v# x) b) o
- startposition 0 0 0
" O* o, b+ i$ r* z& l - lifetime 0 1000; D- h! C5 a5 t+ y# j# z. L
- animtime 0
# T$ o; E4 E( [; V p/ s% q7 H1 z - bonename "Bip01 Spine" 3 p- ^/ d: q E# ~
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) * n5 J6 c! v6 f! _9 p5 X3 I
- alpha (0,0.5) (999,0.5) , V- O$ D& a' v
- randomstart false. o0 X9 Z8 }5 P' G6 T, p/ w2 T. u3 y/ D
- active true' d- C9 g2 s3 P9 ]9 N6 c6 d' S
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
/ }& w! Z! B5 t, b$ B - </control>
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- <control>
" i! e& n C1 M6 r - unitid 24 E' r. C0 K7 a$ h1 @. O8 Z/ e8 q, [
- active true5 K/ X3 W$ I, i' p! \
- startposition 0 0 00 P2 J+ l1 \* G
- lifetime 0 1000
5 x9 Y h7 I' w% P9 P& m - animtime 0. R. s: ]2 T' s8 }6 H
- bonename "Bip01 Spine" * T1 h4 S! {7 C
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) g* ^ a* b0 k
- alpha (0,0.5) (999,0.5) + x; W/ f2 b) f& e: j; c) A
- randomstart false4 q$ y! u$ J6 I+ e8 }0 x
- active true3 @, }; `0 }: z' @. I9 H
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0. I6 D: l$ v" S0 `. h+ d
- </control> @9 T" ], y# q' e; B
- 2 f7 ]! j9 ^2 ~: J, i
- <control>
' T) S2 |6 d, y" X. O - unitid 3
8 H3 h1 J) \/ j - active true
, l' U1 Z# p3 a+ e- b& K - startposition 0 0 0+ G+ a; s& U/ z. P7 p
- lifetime 0 1000* G, V( h9 O/ N* x: d, z2 b
- animtime 0) J5 l, d/ u% x, B9 {- j* u! C
- bonename "Bip01 Spine" % }( w$ L* |! T5 W
- scale (0,0.5,0.5,0.5) (999,0,0,0) 4 q4 p, {' n/ o
- alpha (0,0.5) (999,0.5)
8 f& s; V/ ^, r$ o" ?" E$ l - randomstart false6 G& A- d. h* t5 a
- active true
' V$ {1 v9 B& F; Z4 I+ }8 p3 J - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 05 \5 n, ~! `$ m9 A: L ?3 w
- </control>
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; |/ S/ g/ M' a+ b0 f, ?- <control>. z! \8 H2 o% Y4 v
- unitid 4
" k5 \# F- O! v1 o1 w' W - active true
! q% {% j0 A/ G, i# T( B - startposition 0 0 08 S& u4 M3 J' c" c1 _8 Y
- lifetime 0 1000! J4 R# n: w p b0 `+ f; z: a8 H
- animtime 0
, T. L9 T5 A8 E) N# D( | - bonename "Bip01 Spine" " G- Y7 \+ H5 O
- scale (0,0.5,0.5,0.5) (999,0,0,0) 4 L2 q }% t+ h2 y* \: ~! s. b
- alpha (0,0.5) (999,0.5)
2 \$ X; Z1 e4 I5 |" n, Y! W z - randomstart false6 I. H( Y; q/ {3 a8 C8 _
- active true
g, d- G; E. w8 S4 Q1 a - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
( m/ |/ E9 |# ?" ?& F4 Q% D - </control>
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- <control>
% {4 B' |) |. N1 d - unitid 5
/ X1 y0 t! @, w6 r7 m7 M: U - active true
. R& w# x6 ]1 j+ S. b - startposition 0 0 0: i5 \& f9 z7 k7 c; _8 `3 r
- lifetime 0 1000
6 T8 }2 A" C2 z8 Q; {& z; I S. } - animtime 1
# l' r1 ]1 b/ x% V - bonename "Bip01 Spine"
2 x8 [# z1 }$ k: H, M - randomstart false
9 a1 k; M. u8 e, h5 {7 M - active true/ }/ H$ m; u" O% g
- </control>+ i# F; f6 k0 i5 h
- & a- J( U1 _5 u' e
- </scene>2 Y# X0 O @2 |$ `6 A% O
7 a" t; I, z' t7 {- </effect>
复制代码 ) F; ]; z( h4 @
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特效.zip
(408.85 KB, 下载次数: 0, 售价: 10 贡献)
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