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图片可以任意修改替换为别的图片 - z- l w) @! v+ L; Y+ h6 A' 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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effectdata.02
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- <cate> 1
( d+ X4 A. m! j( p3 J/ ^3 p: b2 z - <effectdata> 0
9 x: J' z" \/ O: ]) Q - name sp_yellow_hand
% e6 I Q+ ]+ x0 D! k8 F - unittype sprite
3 }4 u# D% y5 A8 w) C: I0 s - billboardtype camera' p% ^) f, e8 |1 Y, p, M
- tailstep 20 0 0.1 600 false
9 z+ i: ? V* W( L - size 1.000000
- V$ _, C/ ?/ w+ ` - backprint false
! D" ?6 V6 q3 \0 `4 t% ^0 { - disort false7 h8 P6 W% t4 c/ ]4 @, Z
- texturefile Effect\monster\longch.dds$ i) g. n7 ~" r. S
- texturepack $ y) n8 p. [2 {2 U$ d
- blendtype add/ \! s& v3 G6 f' z. Q
- textureloop increase L: I( _( C, ?, n: J7 [
- texanimtime 0
5 L) l, Y- u; E3 s* N( ?/ Z - </effectdata>
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- <cate> 7
9 J: D, s; ?; b f- o% r - <effectdata> 0( l' O f9 S# B5 n2 P) C/ {/ C
- name pt_yellow_short_light_02
; \ U1 |. e; Q; c2 a - unittype particle$ g! j& H2 T a
- billboardtype camera8 q/ U6 [6 h. r% t: P
- tailstep 0 0 0 0 true& L* t, x7 f, O8 n( {, }
- size 2.000000
: G8 y6 J" u+ m: g# L - texturefile Effect\monster\light01_orange#.dds
0 _2 p4 T% _3 r% ]9 F - texturepack 6 X* u0 m M$ O/ g5 Q- D" v& O( ?
- blendtype add
( v1 H `% J& _* m0 q; B; G) { - textureloop increase+ b# Z/ [( _ D0 X+ t, T
- texanimtime 0
6 m" I5 L5 p e! @ - leaftype sprite2 d9 F3 M. C+ ^8 [7 ~
- activestate exploderange; P ^. I% o7 p9 h
- lifetime 200 200+ U, V* X; z, X2 c7 i
- emitrate 30" e( V: J( _9 s, U$ l3 l
- maxelementcount 10. ?$ _+ n) g7 a# U& n8 F# @6 p
- addrotate 606 C3 p0 v+ j3 X
- velocity 0 0: M Q) N4 W3 k3 U2 t7 J- U
- acceleration 0.000000* P: D: I2 L% W8 M) N# U1 j
- spawndirection 0 0 0& x/ C5 Y h5 ~2 Z0 y# e& o/ D
- gravity 0 0 0
2 z, }0 H0 j# @' I+ {3 K - colorrange 0.000000
* r. q) ^1 {( a$ M' P9 c2 Q' Q# B+ r - startrange 0 0.5+ u" b0 E" p! Z: j
- endposition 0 0 0
: E. U( C! w9 U3 Q' p# L2 b - particlesize 0.5 1
5 v: r7 q' |; _0 H: ? - followdirection false
8 H& z2 E4 o, Y - spawndirabs true: W! l' m8 e3 \4 N0 n; a6 U
- trianglerender false
e0 A9 |# S$ Y ~4 U2 Y+ S - </effectdata>
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( E8 ^8 B$ a4 M- <cate> 38 y* Y4 a6 U! f5 w! Z) @
- <effectdata> 0( T6 v* ?3 }4 M# |) h4 w
- name mh_EFFECT_EMBLEM_DRAGON w2 z/ i# d: D, m! Q
- unittype mesh
$ a( ]( j* b- Z$ i - billboardtype camera K7 G; u0 u- }/ @# e0 ~
- tailstep 0 0 0 0 false1 E, T U8 s* i, H% k( x
- size 1.0000005 c$ J/ |2 Z. d
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack+ a$ z: M) i9 W. z% [4 v! m* _
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
; e; M% O4 W, `! D6 T) g. P - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim' A. @$ `6 w- r9 |2 f" d0 n
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
& _& {( \' n5 x* ^. N( T, z - animlength 0% }/ Y0 u: [/ X2 R& K8 f+ |
- twoside true
( c3 a) s+ v3 \8 Z, g - mesh_status 0 0.000000 0.000000 ""
( m9 L! f' O* K9 ] - </effectdata>
复制代码
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% B) s D& c ^, d. M8 U, ]# ~effectscene.02
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- <cate> 5 game |. F1 w# ]- S# L+ g& K
- # ######## EFFECT_EMBLEM_DRAGON ######### #5 o( G5 z4 e9 ?# ~# ^
- <effect>: n. u& k- {2 C
- id 1181
$ N: l4 {, @' \ - name EFFECT_EMBLEM_DRAGON/ R- w1 V& [* z; {, q
- culldist 2475082071472936200000000000000000.003 @3 r6 d& D- Z
- <list>
7 d; l/ e$ M' G' m+ A4 O3 B - res 1 sp_yellow_hand% q7 U; \+ }8 z: l* l
- res 2 sp_yellow_hand; Q# K& i7 M+ J7 L% t) r
- res 3 pt_yellow_short_light_02
6 u' e$ z. M, ~ - res 4 pt_yellow_short_light_02- }: N f& B" C1 k- b- H! m
- res 5 mh_EFFECT_EMBLEM_DRAGON
" ~3 R( {$ @! v3 @3 u - </list>
! s- _7 }1 ^& b n! t - <scene>3 D: O, {. K: J4 T
- sceneid 15 m) {1 |4 {! x8 C/ _" r3 |
- name 1
. u( C8 ~( n# B% z- P - <control>1 r2 m. k4 W, ~. X1 x
- unitid 10 `0 t( Y g3 G$ s
- active true
( q2 j( q( O- n# ~; e - startposition 0 0 0: }" j$ e' n' R5 k& k+ h
- lifetime 0 10007 p) e/ J6 j% y% O% \5 W: Q
- animtime 0
; l# e/ T* ]* i c5 D - bonename "Bip01 Spine" ' n" i. Z# n8 D2 O; H
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) % F; p8 Y8 N$ M
- alpha (0,0.5) (999,0.5) ; K* d5 V8 K9 j; ^9 b5 Z h
- randomstart false* Z" m9 R4 E3 x) p% I, G
- active true
, s# w: J( N. V3 Q - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 07 y v) a- G; B, n/ I3 O6 h
- </control>
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- <control>
; m2 D* Z2 u. J- z* e - unitid 29 D, n T1 Y8 I4 R2 c
- active true, E! S) K# \2 j- [6 {
- startposition 0 0 0
2 s6 @# E9 i8 s, a) y: ` - lifetime 0 1000
5 P! f# B( z5 A: i' O" m8 S | - animtime 09 N' ]6 V: e9 k, v8 N1 A2 p' p
- bonename "Bip01 Spine" ; V2 V* J5 _3 A
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 9 l' u$ n' t5 v# ?* k& }) m8 B; w
- alpha (0,0.5) (999,0.5) 6 ^7 t" ~$ K) d: c% B- y' D# N6 R
- randomstart false' Y$ U% r n; P- a2 x: A
- active true @% X1 t5 z6 H* t% b
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0' G! y2 ^/ Q: _9 f# o0 e Z
- </control>
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4 B: F& @! s' b! O4 {- <control>
8 c( N3 Y. C& d1 j. x! w& n - unitid 3+ l1 p& f5 B1 ~" M9 @! L1 B
- active true; n% b: A0 n/ b$ x. _! {0 i" @7 S
- startposition 0 0 0" _# j' A V% d4 @: x
- lifetime 0 10002 N# u: M1 O+ d7 ^2 ^ V* u
- animtime 0
6 m5 N6 ^/ s2 k- H m - bonename "Bip01 Spine" 8 {* O1 T. P' B" ]# I/ M
- scale (0,0.5,0.5,0.5) (999,0,0,0) $ @: `# e T& M" V3 ~7 ^5 n+ i, W
- alpha (0,0.5) (999,0.5)
( @: h( u) q0 j- W3 _! F9 R( S - randomstart false& j8 K" D% v# M; I7 {
- active true
2 o9 Q7 _8 }3 t) x9 c/ _ - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
3 _" l$ G: t+ N h" H* j6 S0 s8 k - </control>( I+ f$ m# I/ @0 p
- 7 t6 G5 `, d" _, r; S
- <control>
' n* m5 G: r& i% N5 I0 b - unitid 4) `4 w4 C6 X/ e% V3 ?! G0 U4 u2 c
- active true; y8 ~" G8 T, T+ t
- startposition 0 0 0
9 B7 e9 \7 T) H8 c - lifetime 0 1000
6 j4 Z: d P9 N - animtime 0
6 H) [1 l$ B# |! g - bonename "Bip01 Spine"
5 ]' I0 f; u1 y - scale (0,0.5,0.5,0.5) (999,0,0,0) $ P+ w/ X3 m' h6 Y* e, _+ ]
- alpha (0,0.5) (999,0.5)
" s4 V4 a& s) Y1 S3 r9 I% ?1 q5 o - randomstart false
. }: e# I1 S7 W( I( H - active true
3 p9 i1 H; g" D. s; x1 |( Y - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0- X h7 I1 q5 o# P& a
- </control>* y4 B j! Y, [
+ f S) h$ m1 }3 |- ]1 k8 C- <control>3 u8 |4 G; z- {/ a+ J7 V) O
- unitid 58 n9 G) j) y, s9 o W% p
- active true
. a6 l6 H# @$ M, `/ e - startposition 0 0 04 v4 g, c$ p5 U) W7 p) U5 ~
- lifetime 0 1000
6 @% f/ o6 H, V - animtime 1
) s) C, V% ^1 ]+ @7 o2 D' \ - bonename "Bip01 Spine"
% Q; q5 M3 f/ v, n9 |2 B - randomstart false! n' {# t4 p4 L6 U. }0 P4 |4 b% V, [
- active true
1 l) y6 R3 Q: s9 \$ Z) k8 f9 o - </control>
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1 q3 l8 _/ {" E1 x% Z8 `, ?- </scene>2 `2 y; G) ?$ G/ J
8 X# Q+ }2 m! |; T- </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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