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# \9 X @2 W4 R8 d. X/ @ E图片可以任意修改替换为别的图片 % E* Y* C' n. y3 [$ i/ N! H/ Z
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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' g- P0 S, j- R1 U7 M! g% \3 g0 N
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effectdata.02
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- <cate> 15 l& d9 i. O" ?1 `9 B! N9 s, w
- <effectdata> 0
: i4 ^1 |+ L9 `' e6 G - name sp_yellow_hand
; O! ~- X9 Z9 y! Y3 ^ - unittype sprite
- K* Z8 h7 @/ l1 B - billboardtype camera
1 x* l: n/ B$ I6 G1 ? - tailstep 20 0 0.1 600 false1 J9 z# O9 W% N8 d) y$ V
- size 1.000000
5 F! t2 w/ h) v3 U) Q - backprint false
' P3 s8 M: R r# V# U1 ~/ a - disort false
4 Q, F! s! P% p3 B/ {1 W - texturefile Effect\monster\longch.dds( ^+ \/ m q+ D
- texturepack . E" Y1 J6 R7 D' X8 F) d
- blendtype add: H7 c8 z( M4 H k
- textureloop increase
; |# I8 S" h! Q - texanimtime 0$ d# S _5 J* H7 r7 m# Q G1 N
- </effectdata>" ]/ y6 U" N7 T) T! Z) C2 O( \* [
- - }+ p- J- g! W
- <cate> 7$ j5 Q) {- Q5 `$ r# W% d
- <effectdata> 0 n. c& [' v' q; `' ?5 G7 @
- name pt_yellow_short_light_02
! q0 [0 D' S7 v. f, I; o8 y5 i - unittype particle0 U4 {2 a4 X8 P
- billboardtype camera
& K. A) F. U1 k* G8 o - tailstep 0 0 0 0 true
# U$ X" M$ p0 L9 W, J- w+ y) ~7 I9 f - size 2.000000
0 B+ {! {. f" E0 v+ p - texturefile Effect\monster\light01_orange#.dds/ k$ I9 L8 d$ p- R) X
- texturepack
2 q' e2 W% H3 `4 \/ N3 ~# v - blendtype add
1 _5 e" N1 _2 ^) T% Q - textureloop increase
/ a! ?9 U& Z2 P2 O - texanimtime 0
9 h. ~1 q8 F6 j% V5 `8 } - leaftype sprite) k0 C& r; O4 t- A) T+ W9 _" K* Q# z
- activestate exploderange
5 q: ^% x0 u2 V/ n) i& j3 q6 V - lifetime 200 200
4 Y* |5 h3 \+ @+ E3 j" W: U - emitrate 30
4 j1 c' t) L, o3 O: G2 M" p - maxelementcount 10 J& ~, K+ V( J) @8 @7 V1 {
- addrotate 60- p" @! p- ], G. D
- velocity 0 0* P' p- m8 {7 p' R$ Q7 ]$ L
- acceleration 0.0000007 X# T. h, R V, E2 Q1 F
- spawndirection 0 0 03 F5 _9 ]' y' ]* q
- gravity 0 0 04 v& {$ U! ?, B
- colorrange 0.000000
4 f6 T9 D" S0 S) k4 u - startrange 0 0.5
/ m4 X0 s/ b9 T" V( V8 p% y3 t - endposition 0 0 0
/ p9 c) i2 O) L" P - particlesize 0.5 1' h' L- E2 ?; I# Y# i: b& a2 W
- followdirection false
8 ?" k$ S* `) y7 V- I h - spawndirabs true$ P! I( s: g1 @8 ?# P. C/ i6 W
- trianglerender false( j7 s. g1 S/ }4 \
- </effectdata>2 g4 K) e" E7 v% p7 T; a( F6 F
- b4 p. S! t( f- <cate> 3
; T6 H4 j7 {8 g: j. m4 \ - <effectdata> 0: p3 F0 R, q; g! X2 k# [6 a: K
- name mh_EFFECT_EMBLEM_DRAGON
- ?6 I7 N X, [! ]+ g' U - unittype mesh0 q' E& Q: b$ i2 G: c. w
- billboardtype camera' j ?% O# v5 m* D/ r& o
- tailstep 0 0 0 0 false
' B9 V7 n' V: Y9 x* t8 \ - size 1.000000" i) ]* _6 N8 c0 ~
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
- P% P" e5 T4 x) [& i* u - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh& O- V. g, v# f6 H
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim' [+ ~, q: l! {2 d$ Y
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
v( k7 J+ D2 G0 c) a# d7 m- K - animlength 0
5 F8 B! Z2 q% o9 I, O/ e' y- ]% Y - twoside true
, @: X G& v: A' {$ f - mesh_status 0 0.000000 0.000000 ""; u- o4 e5 [+ M! _5 B6 I5 a
- </effectdata>
复制代码 ) o5 ` H' {6 |( M( u4 f
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effectscene.02; D2 S) z) z5 d% {* t/ s1 g
9 } B* g2 R$ C# r- <cate> 5 game
4 W# n, A u) R z2 B - # ######## EFFECT_EMBLEM_DRAGON ######### #
; X# c0 e/ Q# K/ m9 X - <effect>; Q' S5 `0 ] o+ W9 h
- id 1181# H3 t9 j0 g) v+ C) ?, C3 G, X, p
- name EFFECT_EMBLEM_DRAGON4 b+ \0 ]5 \6 b! p5 i* L# B
- culldist 2475082071472936200000000000000000.002 @( S9 s+ N8 Q' E G" o) g5 U& c
- <list>4 O# e$ A5 P- G8 d6 M$ b2 Z
- res 1 sp_yellow_hand
( X9 @$ T) K1 v: i0 q+ H - res 2 sp_yellow_hand. n7 f8 a* Z9 R9 D7 E! H: z# G2 k
- res 3 pt_yellow_short_light_02
7 ]- \. M. u# P! X/ } - res 4 pt_yellow_short_light_02, f+ X3 ]* b! F; ]1 k3 ^2 [0 b
- res 5 mh_EFFECT_EMBLEM_DRAGON
# O; }. S8 i- @/ T8 t1 W4 Z - </list>
: k& |* R7 f! } - <scene>- I- s2 j) S J1 l: J3 g0 X
- sceneid 1
* I4 M8 S" B8 l6 y6 \% {+ f5 y - name 1
; Z, ^3 A4 n, Q n2 u$ _( j3 U3 P - <control>& h! ^8 N# E) P0 \
- unitid 18 i3 A& H O6 R- O4 O" O$ D
- active true1 j5 v4 G" I. I- e6 s
- startposition 0 0 0) j: q, ]( ? \( S: g
- lifetime 0 1000
# i3 e$ D6 k: N - animtime 0
% A* R/ U# ]2 q( [! u; [ - bonename "Bip01 Spine" + S0 Q) q$ o2 Z _3 j9 A2 s1 G
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
1 N. [7 i/ A/ A0 K( I# D3 s - alpha (0,0.5) (999,0.5) 8 V# z) E. j1 K
- randomstart false2 H' f- }4 N, C4 j, o
- active true; E0 K) X p, x+ ~2 Y, C5 T
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0& S4 `9 O$ X9 b$ k, q
- </control>
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, V2 f; E# G0 H7 F) g; Y% [- <control>
; {( `( v+ d% _ ^6 Q - unitid 2
! R( J+ M* P9 T" w) m; J+ B - active true
8 ~5 ?0 P' T7 U$ Q - startposition 0 0 0
5 N" d) `; ]: l3 g F+ \7 ? - lifetime 0 10003 X, v$ a- K7 P% i
- animtime 02 l5 R! [! r' ^( E5 F- ?& A
- bonename "Bip01 Spine"
. B% |7 b. M8 ]& {" |# A+ H7 }$ x9 ~. Z8 b - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
( J3 M8 T$ L1 R% H+ }( { - alpha (0,0.5) (999,0.5)
, R& r, B" v! S% V: g1 f! E - randomstart false$ }# ~. l& R1 H
- active true
8 R! s8 y6 A/ h - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0" w& Y v) j4 _/ s: z$ x
- </control>& _( h( j- S& H0 ]: o
: ?6 W4 d& C, P, @/ f r- <control>1 D) t- M6 d1 w# L
- unitid 3
3 j$ x3 t* H( l% @: A - active true
: I9 W7 ^% @9 y3 k% m - startposition 0 0 0( R5 j6 q& l& g- i
- lifetime 0 10007 P, d! E1 z- g: B: L& Z7 N
- animtime 0" i, h& j1 x F" a- D
- bonename "Bip01 Spine" - j6 T- _4 H! ^' ~( U# |: ]
- scale (0,0.5,0.5,0.5) (999,0,0,0) : u$ m: l7 w8 X7 U
- alpha (0,0.5) (999,0.5)
. F' M& Z& t% f" d3 I - randomstart false
/ f' j- H6 ?7 z# i% w- j; w4 q - active true
/ ?& Q4 y9 i( a6 d - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
; y( F" |7 `, k0 l - </control>
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- <control>
4 E/ q* v1 _2 s6 K! J4 | - unitid 4
& P% Q w1 q" g3 R - active true
( |/ c% X) L9 m. t i - startposition 0 0 09 ?) C6 c6 e+ T7 ? z7 U: `
- lifetime 0 1000/ @# m- T& `: X& f/ G
- animtime 0
1 S1 u8 L' s. W. l6 \2 G - bonename "Bip01 Spine"
5 _! t5 |9 b; F# ?/ P- O - scale (0,0.5,0.5,0.5) (999,0,0,0) 2 f) [! w5 g8 a: I0 E" T
- alpha (0,0.5) (999,0.5)
7 [! ^+ X) D' H7 N - randomstart false
# `9 w5 |, q6 R: L$ s0 o - active true
* i: ~5 l3 e1 R+ s: y' m7 _ - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 01 x) ^# P; a# R. W5 ^+ X
- </control>
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- <control>
! U* h/ i7 J; ? - unitid 5
8 P8 D) a5 v6 I2 o6 t. t5 x& O - active true
* s* i9 k3 R5 h - startposition 0 0 0
1 l' u. I5 ]0 ?. w3 r - lifetime 0 1000& X9 X2 g5 K$ C2 y7 j
- animtime 1
! Q6 L% i! d- V6 Q& r1 V- G8 ~' B' v - bonename "Bip01 Spine" - l6 ~- V% _; z' p8 o+ ^
- randomstart false' A$ y+ V( T" h T
- active true
- N1 F! V+ [& u) _ - </control>3 c7 L2 @8 ~9 M* ~. W
$ Z2 g% L2 F5 Q( ]. d' |/ ^- </scene>
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+ p4 j' }- h; g; ~% r- </effect>
复制代码 ' r# t; M% {3 ?" v/ A
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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