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图片可以任意修改替换为别的图片 2 a, y7 o; v8 ?, o4 Z+ d2 |" D
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, o& a* E7 ?/ t1 }& V5 c注意下面代码不要直接替换 这个是需要手动增加进去的8 `( M }( s8 h8 e& {
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effectdata.028 s" U3 S+ g* t3 q1 q
1 C% Y4 L; T# Q$ }9 s7 }9 k- <cate> 1+ [/ q$ ~) ?0 R$ v$ F9 A; T, B" i6 R6 w
- <effectdata> 0. u$ u& q0 X1 _; j- ]- t/ ?% a; J) _# W
- name sp_yellow_hand8 U8 K. w) B. |% e# ?8 C
- unittype sprite6 ]& l& y' g! q
- billboardtype camera
7 i/ F- J( e% o3 Q5 [ - tailstep 20 0 0.1 600 false
8 [. D" N. ^( w0 ] - size 1.000000
& L1 T6 W6 X* G; {) U# _3 ` - backprint false
2 S, Z, w5 E @! ?/ R8 x - disort false
8 o+ K/ f |4 _$ i - texturefile Effect\monster\longch.dds
# ~ \" Y: o1 _) U* G - texturepack / V" v' o' l% _) f
- blendtype add$ N/ f8 N$ t% N0 _
- textureloop increase
7 t. C5 K. C5 A" k' c - texanimtime 0
1 u7 P3 ^9 m% `1 t1 c - </effectdata>5 z% t3 ?) h1 D/ p) I% D. ~; ?! K
, b( t: V' `% e$ o( r0 \- <cate> 7
9 @; H7 M: b; {5 y3 z) ~" o - <effectdata> 0% v' t+ u) O3 I, h! H' C q/ v" l
- name pt_yellow_short_light_027 ?/ x- ~/ g% G! h0 W1 x
- unittype particle
5 ]8 N" _, ~; q" @2 ?4 q' \ - billboardtype camera1 X/ N! m0 _# z) ]! L6 _; @
- tailstep 0 0 0 0 true
1 T) ~* r/ _$ j8 f' }8 c - size 2.0000001 O* `- C/ K3 `/ w6 n0 ?5 C; B
- texturefile Effect\monster\light01_orange#.dds2 d* O) U9 e$ }+ @% L$ c( a9 a
- texturepack
% g9 o. C' S0 D' v - blendtype add5 s+ I" T2 k* Z! T& ~1 \
- textureloop increase
. k4 @7 K; [( ?* x - texanimtime 0
; T0 M; F5 v& I* x - leaftype sprite
: p( W# P# T5 l- X - activestate exploderange# ?! Q& ]6 ^# x ~0 b; P% ]
- lifetime 200 200
1 S( _% b. S% n; j - emitrate 30
' \) g Q) Z Y$ q. V+ R - maxelementcount 10
# l7 }" D: R5 J U, }: J - addrotate 60
1 N6 A4 c3 {) j - velocity 0 0
1 y3 @5 ~" ]; ], W) W( b - acceleration 0.000000' l% I$ {9 n- T5 y/ U# F' t' V
- spawndirection 0 0 0
7 H" Z2 H8 Q3 Z, E3 y3 ~" k8 E% ` - gravity 0 0 05 k7 `6 Q( O9 t! k z' [6 w5 K5 K
- colorrange 0.0000002 B# g; Y8 d* n, e
- startrange 0 0.5
, ^% k) b5 p4 ^6 h l4 B' _ - endposition 0 0 0
+ m: F; @9 H) |4 o - particlesize 0.5 19 B7 I# p( ?9 y
- followdirection false
& y* y4 x+ D+ l) N' ` - spawndirabs true. T' \9 J3 {( G! L7 \& U! e
- trianglerender false
7 f. I: r0 f7 ]+ U- t& I8 u - </effectdata>5 w* j) w' k, m6 E+ A
A3 e' e W4 f# a& }# Q- <cate> 32 `- u% n9 X; O* V( r
- <effectdata> 0
/ i Y+ C1 Y% n7 Y. j1 S! B - name mh_EFFECT_EMBLEM_DRAGON
1 R0 ]) W- A/ B4 S: j6 i8 a1 R: H) b - unittype mesh
1 f9 E- V4 p x+ }: _ - billboardtype camera
) [! u) X# K' l' P/ g! y - tailstep 0 0 0 0 false
' J3 o+ f# b0 h3 S$ } - size 1.000000. h& ~) c" i1 o* T* l! S1 u/ T
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
6 V8 w2 b- Q6 m! y - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh2 D3 Z- C& [$ r2 u" j1 m
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim$ k& f7 A% ^) v
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel8 y/ E0 x. h3 ~2 `! v' C0 K
- animlength 0
8 c. s5 s) V1 Z, y/ c y: e2 V* N l - twoside true
3 P4 y6 Z: e A9 F - mesh_status 0 0.000000 0.000000 ""
; f$ m: P; R- R t2 W - </effectdata>
复制代码 ( K7 Y7 v' e h. W) Z: ?
& ?% T) _, s, b/ Geffectscene.02; o5 G+ d& f+ u, H) ]
5 \+ _6 v5 V" i& f- <cate> 5 game
1 Z1 y8 m8 d/ N - # ######## EFFECT_EMBLEM_DRAGON ######### #
7 p! U" }" R; ^ - <effect>: X( r/ l; g$ K$ X: ~( H
- id 1181
' f L" `8 g, f, }$ T - name EFFECT_EMBLEM_DRAGON
7 L1 w; ]; { s. T - culldist 2475082071472936200000000000000000.00
, `( x' ?9 ~# X0 J0 {7 h% h - <list>+ K! k" r7 f6 ~, r
- res 1 sp_yellow_hand2 {5 t8 V* u8 n' S0 b7 F
- res 2 sp_yellow_hand1 r1 A" K9 y/ W. i' @
- res 3 pt_yellow_short_light_02
: A6 Z4 S$ x* ^- C2 ^$ k - res 4 pt_yellow_short_light_02
: y- e( C3 v0 M; f" A - res 5 mh_EFFECT_EMBLEM_DRAGON; W; r" a- W8 m% W! `, h! b1 Y& g7 l
- </list>8 r% o' o- M: \" u7 {, o( p0 H
- <scene>2 `5 e/ ^: T' z/ v0 ~ J
- sceneid 1
2 ^. o1 B0 M6 j, D, J - name 1
8 c/ j( {& x5 Y* d4 R - <control>
+ b- w- e* X6 x( s% ]1 ` - unitid 1
. x* B$ e5 P, L/ _+ L+ _ - active true; z: i9 @; F+ j9 Q
- startposition 0 0 0
4 q; q; }( F( T) C - lifetime 0 10007 ]8 p! w6 F- ]5 X6 H3 ^/ Z! e. K
- animtime 0' D* t3 T8 W) e/ K; C
- bonename "Bip01 Spine"
0 A: O& q. e+ _# W; L8 _ - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ( ~) P0 X, ~: p! X
- alpha (0,0.5) (999,0.5)
( c2 H) C8 _$ Y, Z - randomstart false
$ g/ Z/ L( A; X( z6 {5 o6 S - active true
: j4 X7 C* }( M3 ]: g - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 08 ~9 m) l9 ^- S( b/ y1 D
- </control>
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- <control>- m4 E3 h, e! `* Q g9 C! L
- unitid 24 w. @! I1 N" R+ [) }
- active true
, w) f! K1 n& r - startposition 0 0 00 x, m U6 n( l& k% R/ s& D
- lifetime 0 1000
# Q3 u. ~7 X# J7 n9 K( s - animtime 0
# v* Z5 F2 l0 X" v3 C - bonename "Bip01 Spine" , @6 j& m- G1 D5 T8 N7 ]
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) + T6 x0 e/ Y, l& B
- alpha (0,0.5) (999,0.5) 7 f p- L3 G0 Y
- randomstart false/ Z* x o2 H2 j0 g$ Y* G
- active true
8 D4 g6 h# W- v- a) H - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 07 P: o* m) \$ U# @/ X
- </control>% ^" y7 S- ^" f0 [
- 0 N: O) c# J. n7 l/ d# S s
- <control>
- |( k% r8 `% [! k. y - unitid 3
3 V8 W3 P# _6 b0 e$ i/ {: ? - active true
5 U$ t7 a0 U4 e* g2 Z6 Y: E" b - startposition 0 0 0! ^ Z6 F( r6 ^+ n: Z k
- lifetime 0 1000
4 R, G' Z( X E( J - animtime 0
c7 Z6 B: X" _, `% ~; p9 z - bonename "Bip01 Spine" , U2 P! c" S- c5 [) y' K
- scale (0,0.5,0.5,0.5) (999,0,0,0) 8 T6 y8 [- Y( ~/ k: B7 b6 X
- alpha (0,0.5) (999,0.5)
: ]3 Q% K2 x B5 z' a4 v+ Q4 F - randomstart false
* y5 ]9 A3 f4 \3 X; n4 ~ - active true
# F1 F, o! i! Z. Y - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
6 q$ v! U5 W7 h7 e; \' D - </control>
1 ~- U. P1 g( R' z+ Y& v
6 J8 n$ o! R2 C {$ T6 ~/ E- <control>
2 x: D8 n9 V! l/ Y! q1 P8 a - unitid 4
. y5 J1 |/ d" ^- l) }+ u2 c7 f - active true$ x9 C4 O$ X5 Q9 i! {- z
- startposition 0 0 0- g& S% M+ C) g- ^0 E
- lifetime 0 10000 H7 ?( S9 e9 g# L M
- animtime 0; j; S+ Y3 B* }4 h/ b) d2 D8 N7 p
- bonename "Bip01 Spine"
9 }0 x1 ]4 b4 F: A - scale (0,0.5,0.5,0.5) (999,0,0,0) 4 a) g( T7 W# A) f/ l( M2 W
- alpha (0,0.5) (999,0.5) 4 @. S( y* }5 M2 i8 a) |* B
- randomstart false
: y7 ?# {$ Z) d, V - active true/ s) R# z6 D5 X& m) t5 k
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
! B6 g1 f } E! X' [* R6 w - </control>' }: O0 a# r; x, R
: m0 T8 h0 [# Z$ w* a- <control>6 i" N# S: U j' e4 Y8 r+ d! k
- unitid 5 {6 p- D9 F6 C* g/ R* N
- active true
* i" g1 V5 M: N0 p- p9 C# q - startposition 0 0 0
7 ~& ^. x. A) u7 H1 ~ t" u% c - lifetime 0 10002 H0 q) F1 I4 M: G8 k- d$ Q
- animtime 1
) }7 y, [% Q; P5 ]4 l2 y$ F - bonename "Bip01 Spine" # d& z4 _, Y/ ^- m8 k+ a
- randomstart false9 H( `0 q8 T. ^( l/ n- o
- active true
+ L! M- c/ N* h$ P. M2 _ - </control>' k1 o. [% s/ |( ^; Q. n
0 Y. B0 j% V' C7 `- </scene>& e6 c, C1 `2 H6 g0 \8 V6 L
- 4 B0 D5 Q9 B' K
- </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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