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图片可以任意修改替换为别的图片 1 q. o3 |/ D* K
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# C, k6 k! Z$ P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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/ a! S& \8 \+ e% E( W3 Ceffectdata.02
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% b4 a7 J/ X8 x7 w" D- <cate> 1
# ?% P) I9 ]' p - <effectdata> 0
$ L; M1 D" K' a6 [7 @! p8 ]" Y! E, H - name sp_yellow_hand& b# G) I/ {9 _% n( H$ {8 Z$ Y1 T
- unittype sprite
2 O) s. H( a( Z# `* E - billboardtype camera
& u, _! U/ i- {, X3 r) b7 n - tailstep 20 0 0.1 600 false
7 O' |+ D& S- u6 f f$ | - size 1.000000
2 b6 S/ X" ?8 |9 [ - backprint false
* \8 C0 l5 G( L+ X6 r! m1 ~0 O - disort false, x7 @+ y1 S$ s
- texturefile Effect\monster\longch.dds
6 R9 f; J! d9 t7 _# V2 O# H - texturepack 8 a0 _. [. d3 P5 X) G
- blendtype add
9 I# \. }* N! A) U, I2 H; Y - textureloop increase/ `+ j$ s# L8 k4 A5 Q
- texanimtime 0- J! \& O$ [1 L% l& a
- </effectdata>
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- <cate> 7' v: r8 u/ H c9 x+ U! F E
- <effectdata> 0
2 ]# _( |1 T4 c! F, M2 e$ T, k - name pt_yellow_short_light_02+ D# R% F1 {" g! p( x
- unittype particle
+ {, t$ U L; C( u; S4 G/ p - billboardtype camera
/ E" A5 Q/ g) K* c( Y - tailstep 0 0 0 0 true
) w' k' w- }( Q6 `4 c - size 2.000000
% i" n' d4 r5 d7 D - texturefile Effect\monster\light01_orange#.dds* t6 g) _+ Z% D. l
- texturepack ( Z0 o& g+ b/ {# d: O% ]) Q3 o$ d
- blendtype add
. U5 h4 ^1 |: g V9 W - textureloop increase# s% [3 y' l1 S8 [ R; T" c
- texanimtime 00 m- t$ F( }1 B0 l
- leaftype sprite6 @. L. w1 K4 T8 A, e
- activestate exploderange5 c2 y& c5 s9 @
- lifetime 200 200
* K# F0 J9 D5 J8 c' N' M1 { - emitrate 30
* n' B9 @1 S+ M2 I: q - maxelementcount 10
8 g7 N- a' u( P& Y: Y - addrotate 605 K1 X% K7 o# d
- velocity 0 0( M) N) h2 x% K
- acceleration 0.0000007 `# K! I+ O: i- h8 {0 \
- spawndirection 0 0 0# ?0 G3 e! R, d+ m5 f
- gravity 0 0 0" R/ l: v: c6 F! |8 n8 h3 h& h
- colorrange 0.000000
. }+ f6 \; I7 J8 U" k4 s' y5 X9 t7 M - startrange 0 0.55 V8 }' }# {0 U5 a
- endposition 0 0 0+ o4 N+ E* S- d6 Z
- particlesize 0.5 1
6 n; ], ] i& m - followdirection false
/ f' R. |3 r2 n/ |5 k& d! O1 ^ - spawndirabs true5 s0 _( l$ q; W
- trianglerender false9 b/ C' u4 b- i! C8 _$ I: o9 S* L
- </effectdata>! m+ O) N- N6 x/ m
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- <cate> 3' w! E1 r4 I: i+ @4 D! H
- <effectdata> 0
" c. s0 o7 S p, M, b - name mh_EFFECT_EMBLEM_DRAGON
9 o" h% B' {- ] - unittype mesh
) ]: B: ^9 }8 H4 T% H - billboardtype camera
: Y+ R, A2 T; Y5 l0 I1 }, T) _ - tailstep 0 0 0 0 false
, \3 W7 c% G0 [1 k- [: [ - size 1.000000
- p4 L1 X' j+ q! t - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack7 ^6 q% Q) J) p3 K& V! g9 d
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh1 T. b8 O' ~, ^- q- I
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
$ ?0 T& H6 |8 ?4 F - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
+ T9 J/ D8 M1 a: {9 r* M - animlength 0
! I: u$ |! T; k' z1 F; L% b! n - twoside true7 Q! s3 `( t/ W+ `$ g
- mesh_status 0 0.000000 0.000000 ""
, r' H1 A2 u3 U2 u7 O% Y2 i( I - </effectdata>
复制代码
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- <cate> 5 game
6 w& ^* K6 D7 K! _* \ - # ######## EFFECT_EMBLEM_DRAGON ######### #
4 s0 m `( S) ^1 y - <effect>* `( ?8 h" W$ I5 c0 D
- id 1181
2 o" ?( e M# u, d* ^ - name EFFECT_EMBLEM_DRAGON# ]( `; X7 d% ]
- culldist 2475082071472936200000000000000000.00
; J+ o4 X. w) B$ f' y/ D - <list>
7 m+ `( u" K! d - res 1 sp_yellow_hand
, `2 [: [( G3 j$ D" s - res 2 sp_yellow_hand2 o `6 X9 f3 P* ?5 r* Z5 S; U3 K
- res 3 pt_yellow_short_light_02
& A) l3 B8 L' c. K - res 4 pt_yellow_short_light_02
1 g5 w3 X$ `( `, j6 n - res 5 mh_EFFECT_EMBLEM_DRAGON
: f+ J( Z7 U% ^' e5 A& M2 Y - </list>
* S& e4 u. I5 G, a% d' g7 a) t - <scene># e* e' |! s4 I
- sceneid 1 `) v. m! A( A" P
- name 13 x1 C. } M+ ]6 ^; ]& A+ E
- <control>
2 }0 ?( k# B' Z o4 R7 u- r - unitid 16 K. G2 t. N% M' r; c8 K8 R, r- ^2 K
- active true8 L: V, g# L5 b6 G2 G+ h
- startposition 0 0 0( s! W* F! \2 U. _2 M" o
- lifetime 0 10002 d, O7 W' \6 d
- animtime 0
6 W. u4 }& M% S S: [# g - bonename "Bip01 Spine" ( A+ j0 F. _2 Z( K3 q1 c- Q& w& k, R- J
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
$ x- H( |% A' t4 x8 d# p - alpha (0,0.5) (999,0.5)
. T' t3 o3 m% a/ w0 R! G3 Y1 D) o - randomstart false
" D& M. N8 j) P5 I4 }% {5 h - active true' R0 e7 o M6 ?
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0) {& g; l5 t, l( {' i/ k" P, m# [
- </control>3 d+ p2 e- T- Q3 ~/ l1 B% V) N9 H
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- <control>2 F0 w3 V( o6 u; t4 M6 d- B; J
- unitid 2
. o+ q( z. E2 i/ t0 O" g - active true, x2 W6 M0 e: n
- startposition 0 0 07 X+ O" m" I3 ?. J3 L
- lifetime 0 1000
( V: O9 o) r6 R, y5 w: U - animtime 0
( p9 b; L0 N# C - bonename "Bip01 Spine"
8 p- c) o$ l) b - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
" d# p2 c5 y1 N5 ?0 | - alpha (0,0.5) (999,0.5) 5 j8 N$ X% r }# U
- randomstart false
. F' j) H/ ]/ T. w - active true( U3 [) Q. k# s8 k% V" a- P
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
( K' X8 L; }5 |; H% I - </control>: A$ }8 t z" V8 q$ q0 p
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- <control>: a! Q3 x* H# Z# e! x4 f' |8 Q
- unitid 3
2 a1 h& b j! n- k# d: ? - active true- h# `5 M6 P4 y& G, F1 C+ W2 Q9 B k
- startposition 0 0 0
) U: o7 r; p0 t3 e5 U3 \3 f$ `& s - lifetime 0 10007 ^) N$ D: B' |0 c" W; f- J! g" Y
- animtime 0
. H9 }) d# T c - bonename "Bip01 Spine"
2 u2 q. b, @% _+ Q& B! Z - scale (0,0.5,0.5,0.5) (999,0,0,0) / ~ u- d" o! ~$ r: l
- alpha (0,0.5) (999,0.5)
( F. S9 M4 l3 [3 M" i; c. X( B - randomstart false
4 X* U& j7 V: o7 ~8 N; } - active true* y" g$ Y/ x% a
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
% p! g" g: S2 S4 S+ v+ }. f& I m - </control>
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- <control>
) C3 U6 w7 d$ |) `& P - unitid 4
1 q' _$ }6 i7 ?* _ - active true
8 B* f4 |( K3 d" U. I - startposition 0 0 0# d/ d( O( {5 p' J# L3 B: ^
- lifetime 0 1000. _# q5 s+ k- o9 v6 o
- animtime 0
/ Y- i- f% g4 F5 U4 F5 c - bonename "Bip01 Spine" 1 ?% W6 n! d! W$ {
- scale (0,0.5,0.5,0.5) (999,0,0,0)
) {: o0 Y( W( q/ I* ^5 } - alpha (0,0.5) (999,0.5)
% f' r! X. x; r( l9 q7 [' ? - randomstart false6 q! d2 R' H# Z8 z$ ^- G& s
- active true4 y# P; ~5 V& R3 L9 T" M
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
5 p7 h( g X S7 R! { - </control>
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- <control>
4 [* r* L+ q6 M) s5 `2 ] - unitid 5% J; Z; B" ]- Z
- active true( `3 @$ v+ T' N% B4 j/ y$ F
- startposition 0 0 0
$ O% o. c3 f; `1 U* x1 q - lifetime 0 1000- e4 [! Q3 m7 A1 D' f
- animtime 1
1 o0 H1 T/ n4 I8 W3 T- @ - bonename "Bip01 Spine"
0 r w4 c" _$ d$ g ]) S& q - randomstart false
4 R- X ~4 ~1 ]3 p4 Z; \ - active true& p5 q" C. N9 S2 ?. Z6 y
- </control>! l, _ K$ j3 [" B. l
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- </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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