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图片可以任意修改替换为别的图片 + O# B* d% V1 t( W) i2 N
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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$ _) K7 i' ~4 w! ^8 t) `
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# M$ g' V% J5 Y" o' Y: s. g8 n I0 leffectdata.02
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- <cate> 1/ C) P# K$ o4 E# N) Q
- <effectdata> 03 g- L u! K# L0 t
- name sp_yellow_hand
( m4 T7 z/ ]* `2 _ - unittype sprite" c A- d8 [) G8 M3 [
- billboardtype camera
7 l- _% [+ R& b; v, w# A6 M - tailstep 20 0 0.1 600 false+ S4 w# I3 J7 [
- size 1.000000
/ | o+ z, T8 C( O4 b6 ^ - backprint false
$ P4 j+ c# H4 s b - disort false
/ O, K5 z4 z$ ~" N# ~" B0 H - texturefile Effect\monster\longch.dds
0 g% O# J. e* B! I* w! o8 r - texturepack
Z) I+ E- \; Q - blendtype add
, w& n. Z' D0 M/ h& @ - textureloop increase' q! z7 h/ B) B, M+ F
- texanimtime 0
+ P D, u% }' B9 P/ ]* E P0 F - </effectdata>. \" e$ O% F- y5 k9 H! }7 G
- ' _ U* R7 w4 ]
- <cate> 7
: { s. k3 a, y; A) L - <effectdata> 0
: R/ Y3 X/ W2 t - name pt_yellow_short_light_028 n4 s4 |+ w* E, l" H
- unittype particle# G- ~3 V1 j# V" E
- billboardtype camera
8 I' S6 k8 ^, n- B" ?/ i - tailstep 0 0 0 0 true% F7 [6 h; [; B2 M p) g2 Z( @
- size 2.000000* g& h& o n) M5 R% i$ [- G
- texturefile Effect\monster\light01_orange#.dds. N n2 e, P# P$ b# O5 Q
- texturepack $ C$ N M- O l9 v
- blendtype add$ W! v. D, |8 U9 Z* P5 J
- textureloop increase* `1 ^+ e$ c! u
- texanimtime 03 T. [& l- R2 Y9 m8 ?6 W/ L
- leaftype sprite
% s$ U2 n) i3 l5 D! n& b - activestate exploderange+ p- s% E" f; k
- lifetime 200 200$ C$ J! L2 t* `/ U8 ]# u
- emitrate 30; p- Q6 R- g' k0 Q
- maxelementcount 103 y) z R! D$ I% I4 c% W
- addrotate 60
5 W0 c7 r+ Z. |+ m - velocity 0 0
9 _% A6 s4 v0 D3 o! ? N2 G - acceleration 0.000000
2 X c6 E! T5 W4 Z& D# F2 | - spawndirection 0 0 0
9 P5 E' C! i+ f9 y% W9 n8 O! R - gravity 0 0 0# m2 K2 k! J6 `) Y, q: @! _$ |
- colorrange 0.000000( E3 h+ v V- a$ [+ E# i' U
- startrange 0 0.5( x: y& N6 ~6 ]! |) r
- endposition 0 0 0
* y( X3 |, ^7 }( t5 m. I - particlesize 0.5 1
+ j+ E' U, c) ]6 b- h - followdirection false1 {5 g# W# F/ s
- spawndirabs true2 |6 V. h1 f# `) n
- trianglerender false
, ~# @2 r8 ]6 w. H' [% ] - </effectdata>
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8 q3 ? H; E: M2 }- <cate> 3
3 L" w7 G7 R+ N" K, R - <effectdata> 0
( H& @3 |, }, k2 P2 Q* [' l - name mh_EFFECT_EMBLEM_DRAGON
9 C2 V2 N9 x. v8 D" z& c+ Z - unittype mesh7 ?: T. w' W; f
- billboardtype camera
. I5 S) O- M1 b% [' q$ B* W - tailstep 0 0 0 0 false( J8 t/ S* S- c5 p$ I* [
- size 1.000000
- ?! g* j% E% n3 n: n7 J - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack' L5 I6 r# H1 T0 @* @
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
- F" N& N' a1 | - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim y! c; K3 U' W% ~5 c- M
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
7 l* d& U! Q6 _ - animlength 01 k l2 |9 X+ s1 I. _5 [) C' k
- twoside true$ o: Z1 G8 l# z
- mesh_status 0 0.000000 0.000000 ""
) R4 y, w- P) M3 g! X. U9 L - </effectdata>
复制代码 / [2 x K, m5 D0 w
* O, l, s8 d) ]# b: S& q* {effectscene.02
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( W1 V1 v6 [8 Q5 W- <cate> 5 game
# A$ e9 B% J# i+ @- B. D - # ######## EFFECT_EMBLEM_DRAGON ######### #
5 i( n, E- y# C! P+ \ - <effect>
& v0 E j/ ]9 Z# o: Q# @3 ~& [" o) L - id 1181% a y( }5 {6 k
- name EFFECT_EMBLEM_DRAGON2 w( C2 b! Z; u
- culldist 2475082071472936200000000000000000.00
: o$ q, p8 X/ W" N! d - <list>
: Q5 o3 m3 L4 c: z5 x - res 1 sp_yellow_hand8 c2 a( O% N. t& T2 O
- res 2 sp_yellow_hand
' D6 C9 t8 t: v4 H - res 3 pt_yellow_short_light_02
4 ]0 D& \0 \% w' Y/ I& Z+ e0 B - res 4 pt_yellow_short_light_02
3 U6 C* U- T! A. ]; b' W8 Z' X. ] - res 5 mh_EFFECT_EMBLEM_DRAGON2 n; p8 t# ?3 T3 j4 x
- </list>
D8 c& N! I7 s" ?( B- s( `2 t - <scene>+ k9 O$ b5 F' ~, Q( L. }
- sceneid 1
& ]6 V( b8 Y& T. {1 N+ ?6 ?$ y0 | - name 1
7 e% l0 e4 @; R - <control>5 E) T4 j |" o- w, l/ e! u
- unitid 1$ I" S( W* M3 N0 x$ k2 C8 C
- active true
# `( x! r! N3 L& K) _/ C - startposition 0 0 0
# P, O/ F! p; y7 a1 |+ M% n" P9 |0 F - lifetime 0 1000
& X6 G! q/ G, F) M: T% S - animtime 02 B- e I% c, e" |
- bonename "Bip01 Spine" 3 ]. b6 a; |* C; R* `$ S5 k
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ) P( N$ S1 k1 x, V) g8 m
- alpha (0,0.5) (999,0.5)
4 N4 x' C4 Z M6 d; \$ Q4 W - randomstart false/ q1 M$ o, i+ v/ E3 e% H/ P
- active true
* H& D0 E' z1 r - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
* V/ h. `7 N- G) x* o6 Q: B5 f - </control>0 {% D& H L2 K; K7 `3 n
- , N( h+ f. s' t: U% o
- <control>
+ B; J8 o- M. S& F y7 e - unitid 2
3 F3 I) g, z( @! d - active true* _- i, h% C8 ^! X: H& S
- startposition 0 0 0
% ~2 H7 b8 N* E( P( A9 o2 J1 y$ p; r - lifetime 0 1000! c( N8 p4 ~! w
- animtime 0
8 C: U! J( F! X( R, i8 w) j# X - bonename "Bip01 Spine"
* L$ p" {9 }6 _8 f* D9 y - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
' ~: s/ ~6 D4 R5 s2 S9 N - alpha (0,0.5) (999,0.5) 9 B1 p5 Z) O0 b5 J; M
- randomstart false. V* Z) f0 @* F$ \
- active true
! B( Y! `& ]# d3 G T S4 ]& D - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0- _" \& V5 n3 b# _4 O7 e
- </control>/ Y5 ]8 O0 a+ N$ U3 H( V4 {- ^1 y
. l. ^$ J6 b- w) g$ f/ X- <control>
0 c0 h& N7 `: F8 b! L7 O$ J/ `. K - unitid 3
( H: [- v/ {/ m. Y+ _ - active true. C8 v1 `' z, b: m* ^, }' O
- startposition 0 0 0% p' N) s: i$ m: H% `! Q
- lifetime 0 10002 w7 v8 _% I9 j4 U
- animtime 0# R# t) Z3 j% E% @; l$ |7 Y
- bonename "Bip01 Spine"
6 R3 b4 E& W5 W$ j1 t: k - scale (0,0.5,0.5,0.5) (999,0,0,0) ; K! l) u- ?3 T* m( h1 @2 i! X
- alpha (0,0.5) (999,0.5)
% R* Q' f4 Q/ q* W# n - randomstart false
# I: |1 q1 \! w - active true
3 [2 {" _' t6 f; L2 H! T - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
* I8 L9 b% L( H" A8 A - </control>8 ?" A# j4 l" K8 O5 H
& r" o+ l- `; ]' H0 [- <control>
; M: M' r, S* g" [1 {# h - unitid 4
0 m4 `; ^# o y$ [% {7 b - active true
! l( Q$ H% D; @. c, [7 ?) ` - startposition 0 0 0! x9 X) P* k0 |- h; t3 \
- lifetime 0 1000" p/ g! Y. M3 c* X/ I5 u+ K/ ~
- animtime 0
5 ]( f1 z$ n( Y' m2 z - bonename "Bip01 Spine"
+ e4 |4 {/ ]$ v# `/ L1 t - scale (0,0.5,0.5,0.5) (999,0,0,0)
* W3 @4 w+ E. N: v6 k2 S3 o - alpha (0,0.5) (999,0.5) . p' E) y3 `: m9 G8 [
- randomstart false. Z+ L8 \. \: Z
- active true
. K9 o- |& B% y( ^/ Q - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
2 z3 i+ `" ^- v/ _- c- u - </control>, \; p6 O* y+ J j$ z
- * r7 I! M: ^7 m
- <control>
+ U8 |, E$ J8 J# ~! O - unitid 5
# V& r7 K! O2 b0 j - active true8 r: ~ h9 y1 l( z6 `! F) v
- startposition 0 0 0
- v- } D; v8 J - lifetime 0 10000 o! j$ d! H3 S+ E- E" l2 _( T& I
- animtime 1
0 z2 }+ l# z" u. E5 l% e - bonename "Bip01 Spine" ( ~5 P2 I* a3 }& E' I2 X. `; u1 m
- randomstart false
) R0 `2 U9 H9 I, l @ - active true, p8 j" N* K# v+ L
- </control>
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# [" e1 H' J) ^7 N0 F- </scene>' V0 W! L6 c/ b$ Z/ j3 W- e
- ! T0 }/ r9 @, i
- </effect>
复制代码
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特效.zip
(408.85 KB, 下载次数: 4, 售价: 10 贡献)
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