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图片可以任意修改替换为别的图片 # B! ^2 a5 m" I) h4 i n
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) l2 b1 d+ b+ A. H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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) d1 E/ I, g9 L4 v, V& R- G& ]effectdata.02
# k8 M. k9 C$ v% o( f
# y% Y, U% X2 {! c0 s6 Q, D( _- <cate> 1
. r I0 ^. {, |- z6 p! D4 _ - <effectdata> 0
$ P6 J1 q% \, t& y# V d n - name sp_yellow_hand: \% M/ \) X: q; [+ _ x
- unittype sprite" G( H: Q2 k7 j" l; I: S9 u$ d
- billboardtype camera) n2 k/ E( B- X2 ?
- tailstep 20 0 0.1 600 false. @% I5 h& u. [9 ]
- size 1.000000
$ Y3 K2 y8 f' U+ \ - backprint false o) T3 u) d6 Q: G* _; _
- disort false
: i1 R- A& N3 r6 x2 s" W8 H - texturefile Effect\monster\longch.dds) H8 ^, G+ t3 t C* p
- texturepack $ l% a r3 W; w4 m! F1 \
- blendtype add$ J. w% [9 G v5 a2 D+ I6 z" i& ]
- textureloop increase( l' Z% X6 f: n7 @4 {% r0 [
- texanimtime 0$ D. R5 d9 b) Y# N5 s0 k k# p
- </effectdata>
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* b" G% l4 Q4 _. t, L# W3 e: Q- <cate> 73 I7 ^! U+ g1 P" k# d4 ]
- <effectdata> 0. f/ d ?" ~1 n% `2 \8 z4 ?( k
- name pt_yellow_short_light_027 l/ y# x. A, I. A7 {& ^
- unittype particle; a3 `/ [1 n9 b5 V9 G( z
- billboardtype camera6 V$ l0 U% ^ s
- tailstep 0 0 0 0 true
! S; X* u6 A2 p& s3 ~+ { O U - size 2.000000' C9 w1 [7 Y* B' D
- texturefile Effect\monster\light01_orange#.dds- O& P) V5 N* t2 i u
- texturepack 9 |0 u4 n* M2 m' h$ E; b! ^0 d
- blendtype add
& `! U6 h% g+ Y2 L - textureloop increase
! c- N2 |( W: Q! g1 m5 h0 t: r; i - texanimtime 01 W; N$ |7 O+ f. F. H, x: w
- leaftype sprite2 n9 _/ c( d( Q0 v
- activestate exploderange9 x$ a( X6 S, p' G' K* Q0 {. a
- lifetime 200 200
. M( `( i7 Z9 n/ K0 z. b - emitrate 30/ J# S P. q2 t; j% [3 B
- maxelementcount 10
2 w9 @- m. t0 x/ O G - addrotate 60
" _/ G/ T3 H8 |. }/ j4 g - velocity 0 0" t# I# U( B8 l1 h2 U7 z. I5 m
- acceleration 0.000000
, V, e% J$ i0 P9 s+ j - spawndirection 0 0 0; _6 |# V$ D( o2 N" [# [
- gravity 0 0 0
. B: V) C% { ^1 ] - colorrange 0.0000003 ^9 V3 @: k; w0 q I
- startrange 0 0.5
% Q8 j* t6 }, o1 Z - endposition 0 0 02 t& ?# h3 y( h( K
- particlesize 0.5 1* ~$ g0 _$ w, Z0 Q- S& R
- followdirection false
2 R0 u3 n6 {" v& B* R - spawndirabs true, q) m6 `+ Q# C9 W: V
- trianglerender false. V2 f/ |% L, I2 k4 [& d7 M: p( N
- </effectdata>
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- <cate> 3
+ x1 T6 T J5 G- o7 r4 ` - <effectdata> 06 m# E7 F# F Z* p9 ]9 [& p
- name mh_EFFECT_EMBLEM_DRAGON
9 H. V2 D) J+ m3 f0 _) @1 p - unittype mesh) r( d' Y( _' Q* F5 a
- billboardtype camera6 M9 l5 _* B& E
- tailstep 0 0 0 0 false+ ?5 Y- z2 P6 C# q% r
- size 1.000000/ r; g! o* x& S3 X7 s' F. V3 E
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack, a7 g+ S. V. j! n% j
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh9 y, x4 L: i w7 f5 O
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
|7 _- y$ w+ v! C2 Z+ ?& q - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel- z' G# P4 H& b1 F/ P2 o
- animlength 0
) V& ?! c4 j3 _' u - twoside true' n$ T3 H+ O5 i. d; Y
- mesh_status 0 0.000000 0.000000 ""
! Z% J! W- T9 S0 ]" i! q - </effectdata>
复制代码 1 O0 u/ u% k* ]
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effectscene.02
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- <cate> 5 game: K& Z* f. k R) u
- # ######## EFFECT_EMBLEM_DRAGON ######### #
: f7 ~# I; |+ r0 E# S. e& u - <effect>
" |- S& `& h' k0 Z3 K - id 1181
6 q' ]' M7 O$ e) l* y5 ^" | - name EFFECT_EMBLEM_DRAGON
: M# e5 H2 C# e* G - culldist 2475082071472936200000000000000000.00
5 H, u8 O \- k+ G8 X% U# m5 _3 O" U - <list>4 A# s1 y3 m. _4 Q
- res 1 sp_yellow_hand. ]" c: B$ I; z1 C* e/ ^
- res 2 sp_yellow_hand
5 X, ~# m! f+ d - res 3 pt_yellow_short_light_02
9 F3 P$ ~' n# h6 Z7 p, N: j M1 A - res 4 pt_yellow_short_light_02
9 J1 L2 s1 K, U. T) W+ W5 N - res 5 mh_EFFECT_EMBLEM_DRAGON+ E% y) d- y# `. U5 @
- </list>$ ?) t% x6 I" K2 `. z) \
- <scene>
8 E. _. u9 k! v) z: l% A - sceneid 16 v* D# _" Z3 w+ w; u
- name 1
" k- M7 p. }# B/ y - <control>
6 K$ D! P" t1 g- D8 k ] - unitid 1
# @. m* j8 t; }! A2 w' \/ ` - active true5 @' O" W$ {8 U- h' q
- startposition 0 0 0 g% K9 I8 C7 \# A
- lifetime 0 1000
; Q2 [; K4 U4 b1 L' H, g - animtime 0
2 O+ a, ^2 _# f - bonename "Bip01 Spine" ( i& V' w0 r! r4 w
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) & c; Z6 S# P- t2 n/ x0 j4 b
- alpha (0,0.5) (999,0.5)
. S5 G4 U$ b5 }8 m# L) y - randomstart false
! z g: b9 A) E. B - active true
: u1 \( C! q. C1 e; n' F+ ] - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0' e5 `+ f" Z; j% v* f
- </control>8 B* |* f* n3 n5 |- Q% t$ ^
0 n# g/ j1 G- s6 A; V1 t2 t- <control>
% R/ a e* _1 G+ H3 y$ I - unitid 2
5 G8 M: O+ C5 R/ N - active true5 q" W( ~) v j8 i8 E7 D# ~
- startposition 0 0 0
# Y/ V0 K# ?- W+ L1 |- P: ] - lifetime 0 1000/ ^: l3 x' p: x( V/ M Y' W
- animtime 0
$ N0 |0 J5 g3 j: T3 x - bonename "Bip01 Spine" / o1 u' B( V, H/ R
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
' j2 J4 J+ H& w: f! r4 F5 u - alpha (0,0.5) (999,0.5) ) D" M8 _ Q9 K7 b: v' j4 m
- randomstart false5 |! \$ M$ ?; a( E l" g* d- a
- active true* r* R' y, H. H) y0 g% b
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
$ j- |, a( \6 i - </control>" l& p# x& Z h
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- <control>
1 U' H& T& z, b2 {0 i/ V0 `0 r - unitid 3
- M! ^8 j' f6 c8 l. C* l - active true
0 M! ?. n, o3 Z ~: h+ J4 r. C - startposition 0 0 0
, K, ?' z' f5 p0 n$ e* O J x2 Z/ G - lifetime 0 1000! b& l) e- e6 F- F) q
- animtime 0
( `4 V! H7 B7 e: j z4 I - bonename "Bip01 Spine" ' ] b1 B4 ^0 u& {' c
- scale (0,0.5,0.5,0.5) (999,0,0,0)
! b5 m/ P0 |" [9 K0 X# G - alpha (0,0.5) (999,0.5)
7 @1 M1 k( r" h! B9 ~3 v- k3 L - randomstart false4 K- ~, L l! u" I' s
- active true8 a) L) P. v# \% d7 s
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0% ]$ |; G/ R( ]# v
- </control>! O3 H8 ~ A: h+ Y, _8 X5 f) J
* J: l2 q2 a& C0 c- <control>
0 d; [' m' q7 Q6 D - unitid 4
8 \' g* c* p; a5 w - active true. Z' _: s5 z: k" {0 ~3 V1 ] S: O! W
- startposition 0 0 0: B/ O( o6 F+ ]+ l' n
- lifetime 0 1000
1 B/ k7 j! R# ]& `7 V# S - animtime 0
5 J0 V5 P7 w4 n, \* j - bonename "Bip01 Spine" ! K6 H8 K4 e) L2 b
- scale (0,0.5,0.5,0.5) (999,0,0,0)
. f+ _, f& m! |7 @, t+ U - alpha (0,0.5) (999,0.5)
2 _/ L* x- B# P% `$ r) J7 f6 _ - randomstart false8 a! h0 p( i3 p( W; C
- active true
& a- ?' K6 [# |% P - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0$ M9 X: Q9 C" f3 v
- </control>; x2 K# H f8 N* A& D8 ~% S
- / T0 J4 u* w0 q) w5 W3 q# H5 U
- <control>
) \2 N% ?' d" U1 N - unitid 5
% E1 v5 P: r! x: T - active true2 }$ o8 R; _+ u- Z! |8 Q8 K$ @
- startposition 0 0 0
$ C% n% m, I/ H+ k3 T5 h) R" j7 | - lifetime 0 1000
" S* o! I9 H/ g; K; j4 X - animtime 10 T H$ l+ U8 D4 F5 V+ o1 ~4 L. f
- bonename "Bip01 Spine" ; Q, o$ U+ W5 _. r3 P4 o& D
- randomstart false% Y/ C: }3 F$ a, D
- active true
9 f$ D2 b: e4 Q, z5 ~ - </control>, K( s2 F( J# O2 b
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- </scene>
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% u1 Q; t1 F: R4 F1 j- </effect>
复制代码 ! G* c! \& O3 k3 ^
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特效.zip
(408.85 KB, 下载次数: 0, 售价: 10 贡献)
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