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图片可以任意修改替换为别的图片
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6 _( B3 g" P9 z5 P5 [7 a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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9 Y/ o8 z+ K w$ c# i8 E$ o, c: deffectdata.02
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" E( [0 f8 y6 w, D7 P' v4 N! Z3 X- <cate> 1
8 A8 W+ @( F, @1 U' H) N - <effectdata> 0
1 }/ b( w. p/ {. ] - name sp_yellow_hand
& ?" Y7 d( Y; G0 t - unittype sprite" P) W3 R. H+ G
- billboardtype camera/ k0 A: r. Z0 E: g( ^
- tailstep 20 0 0.1 600 false
& r6 G6 b1 I# Y! [ - size 1.000000
* h0 E2 d% f1 S- v - backprint false
+ G; V1 m8 N0 m, B( n" H - disort false
" m1 b5 ]6 Q; I+ Q9 d1 U2 ^. z - texturefile Effect\monster\longch.dds
; j1 n" l+ X. L, A/ C( h2 W" h$ c - texturepack
* R; c/ W1 k0 h1 { - blendtype add; s+ q) R7 c0 H! n
- textureloop increase; k$ x, Y8 m7 f
- texanimtime 0
7 \/ f( Z7 G/ }8 x, j - </effectdata>& B9 f) U/ S5 h; p; h z9 I
- ( r3 A1 W2 m# ]3 c/ z. B9 u) s
- <cate> 7
) O" R" S( I' K; G. v7 `7 e: T9 i - <effectdata> 0
6 a4 z0 H* `3 i( h* M - name pt_yellow_short_light_02! U% m" F+ y& A+ o. V$ Z6 X
- unittype particle- s. u; y# M: _; R$ K
- billboardtype camera
# w3 i3 I9 d! t2 s9 B9 w - tailstep 0 0 0 0 true/ C! Q7 M H! y3 s- D: m9 T
- size 2.000000
2 e3 o- g! J8 x( z1 d5 \ - texturefile Effect\monster\light01_orange#.dds+ i; v5 @2 i8 [
- texturepack
7 `; C9 u$ m; E& h% C/ O - blendtype add! L6 Q) ?- u7 j/ S
- textureloop increase
. Z: q! @* w& E% ^/ Y7 R - texanimtime 0
' o }5 L( T" Z/ s8 D$ A- D; x4 z/ { - leaftype sprite
- P9 @0 e' K9 o - activestate exploderange
0 o3 M4 r& j" i: h* q! z - lifetime 200 2002 ]% |8 k+ Z9 W/ t8 a
- emitrate 30. f( d6 h: E9 T, q
- maxelementcount 10) i. y! T" |6 A( V4 V
- addrotate 60$ E- `9 _% l3 x* ]
- velocity 0 0: ?7 |8 u$ q* O
- acceleration 0.000000/ n7 [/ ~3 V# M/ \3 Y/ C
- spawndirection 0 0 0
4 E' Z# p; o! p9 `2 o - gravity 0 0 0
# g/ Q9 D6 m% K f) m0 Y, W# S; U - colorrange 0.000000) R. [/ L1 e( f
- startrange 0 0.59 K1 P$ Y2 o4 [: W4 X; E" Q
- endposition 0 0 0
0 T, T5 s/ t% s6 K9 _ - particlesize 0.5 10 o- e$ X3 F4 R* C) U) {7 H
- followdirection false: a- y' n) ~8 r
- spawndirabs true
6 K5 Q& ~; I: ^0 z - trianglerender false3 V9 ]4 Y, V. U* }2 ~, t
- </effectdata>
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- <cate> 3
7 I+ c% l4 V* R - <effectdata> 07 h/ @4 R% Z3 O6 [' p- x+ B% @
- name mh_EFFECT_EMBLEM_DRAGON3 a. z7 Q; l7 j
- unittype mesh. i; |" T( N% Z) r+ ]% N* p
- billboardtype camera: D0 b% H2 l1 G
- tailstep 0 0 0 0 false
0 W9 |8 ~! H- V3 | - size 1.0000005 e3 |2 k3 [; D# o" A
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
- v5 O) l) B" h7 |9 T& ? - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh0 o! z- ?9 B9 H2 y
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim( X& ^5 K3 _7 B) T; l+ \ E8 |7 S
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
; M9 a: _0 o# i# ?- I - animlength 0
( |$ ~' ~% c: ~" K$ h2 s - twoside true
7 d8 v7 A0 L# M/ w8 d - mesh_status 0 0.000000 0.000000 ""
1 ]9 h& k5 d& y( z, Z4 J( h9 C - </effectdata>
复制代码 & Z9 t% r# u. y: S& p0 U
4 Z ]0 M% i, f, {. w7 Meffectscene.02
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- <cate> 5 game. D, q( Z3 p7 |: n
- # ######## EFFECT_EMBLEM_DRAGON ######### #- N8 X3 N' l* W& t4 }
- <effect>
8 L# D/ O3 H6 [6 {- d J" z - id 1181- i7 W8 M4 n& }$ [+ g6 |6 m) Q
- name EFFECT_EMBLEM_DRAGON# ^/ S* D3 G3 m* S2 e) z9 }
- culldist 2475082071472936200000000000000000.00
$ ~3 L. A7 x6 P& Q4 p, M- z( j6 U7 ~ - <list>; i! j: p8 d' b/ C9 ?
- res 1 sp_yellow_hand. Q2 y ~8 i( j/ P
- res 2 sp_yellow_hand
" @) k6 ~0 V, v T0 a) e/ O - res 3 pt_yellow_short_light_02; \7 g& X. N D0 x# e
- res 4 pt_yellow_short_light_024 U! b" |9 O# @! y* b& N- O& S' `
- res 5 mh_EFFECT_EMBLEM_DRAGON% }. @; {* k. ?( ?; V+ e
- </list>, Z' F; n6 a! v% i- n
- <scene>
1 o5 {$ O: z- l" C& @0 K - sceneid 1
+ a. o7 z8 S0 N7 S! U! a3 J; B - name 12 B" t4 ?* k1 E8 m
- <control>9 _- D1 o5 N( }5 C
- unitid 1
* Z8 H' H5 ~( d+ O* m - active true+ u4 \1 m1 V! H/ \
- startposition 0 0 0
# a. d7 l% N7 M1 `2 Q% B3 G - lifetime 0 1000
1 D* X- D( Z) ` - animtime 0
- W1 C6 s+ ^$ _& y' f - bonename "Bip01 Spine"
- u0 J; q$ Y: O - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
" w5 C4 O ^' b - alpha (0,0.5) (999,0.5) 6 k5 T( Y6 P# {' ~
- randomstart false: c1 t7 @) [' b! c) A
- active true6 A2 |$ i' T& n- v& g
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 01 ~: j5 ?* ^2 K" j" ~
- </control>
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: ^* n3 j [8 b# ^/ c- <control>9 I" ^8 w5 o% L# ]! C" ?4 q* n' r0 r
- unitid 24 S6 ]& q+ v; v6 o1 |! j; k
- active true
' V% K+ [ q+ J$ R - startposition 0 0 0
. L/ r: [- j4 ^: F7 F! A - lifetime 0 1000
, Y% }3 X. e- O8 o; f - animtime 0
/ Q3 q F* ^' n+ Y - bonename "Bip01 Spine"
4 R) B4 D2 K( u# X4 B" \ - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
5 T2 q# W) O1 _, H: p9 U8 a - alpha (0,0.5) (999,0.5)
9 k7 K2 g7 B) E3 P! Q: v+ T/ N - randomstart false( S8 J! w& l# _, M
- active true% T0 \+ i+ v8 ^, J `
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0; Z% C5 B" ~: P* D4 L
- </control>
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- <control>
" w! |( w& B2 d$ M8 `' d. T - unitid 3
7 C& y, |$ J% \; I5 v1 [ - active true1 J- Y2 K* ]* X2 C3 r7 L! ?
- startposition 0 0 0
7 w$ I" X2 J2 e9 ]+ l& W2 U - lifetime 0 1000
( L7 I+ V5 t0 a# R7 V9 k T - animtime 0: W: q5 U5 j; U9 x, V$ a
- bonename "Bip01 Spine" : j/ p5 r W; d1 I" r* u
- scale (0,0.5,0.5,0.5) (999,0,0,0) ) y6 c- ?5 ~( ^4 F* i
- alpha (0,0.5) (999,0.5)
( l! ]! w2 {( @% V. {! B - randomstart false9 `4 j$ t- {2 g- X, I$ f& o
- active true
, F8 \. h4 X$ @6 [/ D0 C - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0* `" _' j. z$ \
- </control>
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^; ]; ~7 {$ T( X- <control>6 A7 g9 Q. Y0 X" F- z
- unitid 48 s7 d# i& q9 X* h
- active true8 L6 u% C: I" c8 j( `( n
- startposition 0 0 0
6 a3 U+ h2 i N* A5 c - lifetime 0 10008 m/ V" j% d; [2 o6 v
- animtime 0
$ {( }5 ^4 E0 x! s3 K/ Q - bonename "Bip01 Spine"
" Z. @' W$ L2 k& x$ J0 g - scale (0,0.5,0.5,0.5) (999,0,0,0) / P$ N- R) ?1 p4 m9 q
- alpha (0,0.5) (999,0.5) ( D* }. G t8 I& y- K; A4 `8 {
- randomstart false
( H2 m( V6 N; O - active true8 _# d& X- ?+ E* I o; V
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
$ \- r1 U% f; U7 Z9 z - </control>
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3 M/ {- w, E* |- <control>* M# L- I2 Q& ]
- unitid 5! [/ a( q* h$ X* p! r
- active true
3 o3 d+ Q& }$ m2 A% s) W6 J - startposition 0 0 0! R0 n1 ^. i' @" V6 n1 p3 S
- lifetime 0 1000
6 s8 ?1 Y2 K8 R# G$ c$ l. `3 k! U2 r - animtime 1
& Z% c+ f+ n: J3 W) E- M& K - bonename "Bip01 Spine"
3 X4 Z* n/ i7 ]( k4 E9 m( F - randomstart false# u) P8 v" K& I( l
- active true
4 G2 U6 N1 A* w2 F! I; L - </control>/ W/ m8 ` M ^
! S% n5 p/ j. o# h, B; k. ]4 O- </scene>
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# G) w+ P+ U* g3 |- </effect>
复制代码 & O% b9 v. ~- W: {6 G( t9 B! j) Y
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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