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图片可以任意修改替换为别的图片 . S% t" ]! i- N+ D& a0 f
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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) m9 e$ a j4 a R- o% _6 X
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effectdata.025 g- m* B! z: z# `4 u0 b
+ s; V4 W0 n i7 u- <cate> 1" v5 A, F3 G3 H4 `
- <effectdata> 0+ a0 Q- t% G3 m
- name sp_yellow_hand6 Z9 j$ P/ j+ D# m* X
- unittype sprite
8 { Q! @+ ^) _8 a- c - billboardtype camera
) N( C( e4 G' I - tailstep 20 0 0.1 600 false% y, V. [- V( Q/ a6 D- d7 j
- size 1.000000
1 o: l$ H7 a* E" X0 Y- a - backprint false
9 y" m+ P# H" h; {! k4 `+ K - disort false
* o# m; R% y) b8 q) v6 d! B! D - texturefile Effect\monster\longch.dds- ^$ @/ O) F0 ~/ D
- texturepack / v- k6 k# i; R [. U6 z
- blendtype add
l8 f% X7 B. ^0 p& u' ?) l - textureloop increase- \; H* ]. L* P& h) i. V d2 ]( n
- texanimtime 0 ?, U! Z% s8 r9 j, B
- </effectdata>- Q5 n4 [' p0 u, k& m
- 8 U# D7 v. V/ U4 y; A2 K
- <cate> 75 [: F5 N# B. k3 q
- <effectdata> 0
3 A" ]9 F4 M. H9 s0 P4 E: a$ m; w% x - name pt_yellow_short_light_02" Q! {6 a" u" j& N: C7 p
- unittype particle
& }1 B5 }8 c% n* P3 C0 \ - billboardtype camera
* B( Y0 q7 c+ b4 l- t' d# R - tailstep 0 0 0 0 true8 I3 @! A/ ~; [
- size 2.000000- b N2 N" x( a; ^6 A3 K
- texturefile Effect\monster\light01_orange#.dds/ t/ H& P# |; B! z/ z+ P' H
- texturepack
" W. W3 Q# V8 b! D$ V5 u7 K' ~( r - blendtype add. N' R5 E) E3 E
- textureloop increase2 L/ ^4 ^8 ]: t, p: Y9 z
- texanimtime 0
5 a8 B& G& n8 r6 P t; O - leaftype sprite
( v7 D; }8 V# x) ]2 _& r. ? - activestate exploderange! ^, `5 x9 j+ p
- lifetime 200 2005 p8 ~- m2 M1 C8 E; T" f
- emitrate 308 K1 G9 g6 h U8 n* h# P6 B1 @
- maxelementcount 10
7 D/ p4 z k$ \' z4 Z - addrotate 60
! _% |- k# C J9 d5 T - velocity 0 0( e% } f$ J; X5 o. O& G
- acceleration 0.000000
1 [# {3 |. n6 B* M' M' j$ O/ } - spawndirection 0 0 0
u" u1 B3 d% I5 H - gravity 0 0 0 M5 m, D. n& N' g2 J
- colorrange 0.000000
1 ]* _ G. S0 b' u5 U( u - startrange 0 0.5# w" ~: w) r4 S
- endposition 0 0 0$ n6 Q* Q# t$ {/ w
- particlesize 0.5 1
& I9 Y$ X& ^2 O1 O - followdirection false
4 D. G2 Z1 C. @; @% A - spawndirabs true
/ d# `0 k( O- w7 E" D2 ~5 T* o - trianglerender false* m& m- U/ u* p' |( e6 [' A: u
- </effectdata>
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- <cate> 3
* E3 f* Z& f! b) ]) g' I) F# a - <effectdata> 0
' N" R! s( C5 u2 O - name mh_EFFECT_EMBLEM_DRAGON
7 j3 s7 ~3 n* y: U0 x) J - unittype mesh7 I; T3 P; @+ X a5 Q3 ?# k! ?% B
- billboardtype camera- S; Z& X$ O; n
- tailstep 0 0 0 0 false
: X4 W% |$ f7 C) n+ ~, k( J - size 1.000000& i$ p- X U0 p8 U/ P4 M
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack! a% u6 C3 g5 A7 e$ C, M: n
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
3 @4 F* \3 R3 V, C0 m' _) g5 p - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
0 F$ E" e& T3 a8 j) I8 N - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
" H. G+ m! L" w' p/ E - animlength 08 q, \" M% {3 ^+ M$ ]0 a" g* p
- twoside true
2 B+ F! V2 r2 Y& f% p$ w - mesh_status 0 0.000000 0.000000 "": F$ O8 f: q9 X4 Q
- </effectdata>
复制代码
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effectscene.02
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- <cate> 5 game! N7 i& Y9 R+ g5 B( D# t& `
- # ######## EFFECT_EMBLEM_DRAGON ######### #
5 R$ T) l! E# q7 A - <effect>
4 `7 ?; e" K9 `' ?3 Y( m- S7 V3 W$ S0 l9 C - id 1181
, l, P# }* v# @4 v; R* a# A# n5 Z3 t! c - name EFFECT_EMBLEM_DRAGON
) ]1 O, [) T6 F, K' m - culldist 2475082071472936200000000000000000.009 x r6 v; R; ?& T+ k! m# o
- <list>* N9 f+ M( T0 r! `# d+ F; V) U
- res 1 sp_yellow_hand* L9 Y) R; H) {, J1 k9 a! H- [
- res 2 sp_yellow_hand; U* V: M3 q1 Y. P+ @8 K2 X" k
- res 3 pt_yellow_short_light_02
. X" m: C* s3 }$ E e - res 4 pt_yellow_short_light_02/ w6 d8 z9 V# O' @! t, l6 R( a
- res 5 mh_EFFECT_EMBLEM_DRAGON
. v4 v0 C$ Y3 O" ?( d, T - </list>
9 V" Z. x; r+ G - <scene>9 ~) R* U U2 t( r0 }" _
- sceneid 1
1 c6 ]) T6 w+ ^: M; Q4 v% k3 X( ? - name 1" V, l' _1 Y" t; x
- <control>
/ U1 \$ W( F: }9 G - unitid 1# t! a$ W+ x5 P; a7 ?
- active true
. S9 J* H2 d8 Y - startposition 0 0 07 z4 B" i! S0 J9 X
- lifetime 0 1000
/ I, a4 L6 Z4 \3 { - animtime 0
' z1 E3 V. O/ ?" i: @ - bonename "Bip01 Spine"
% Z' t! `0 w( H; C0 c% [, } - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
1 |& j# K0 _4 ^" Y6 Z - alpha (0,0.5) (999,0.5) % S& [: J6 q. [! w9 }4 i
- randomstart false
# H* J# f" a( Y) H- V2 W U7 R- R - active true. a2 g3 I- L; c* n
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0 _* t* b! ~5 {) ?' A- X
- </control># w; b1 I; Q9 Z; R% u* \3 d+ |% B' l
0 ^7 `4 A' { p8 d' w9 N( ?- <control>5 o/ `: l* k( \, {4 m+ u J
- unitid 2
: v" P5 i! [' @* U - active true
# Y7 h/ ~1 N) d+ G- Y2 d$ h% e3 R - startposition 0 0 0/ @# y( @4 f; G5 a1 w( q r
- lifetime 0 1000
8 J0 k+ h; R& N1 ]* X2 p" \ - animtime 0$ [/ ]( A6 \6 @
- bonename "Bip01 Spine"
1 s# {$ A2 P$ f( k9 m2 \ - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) * R4 ~; D' q u( j$ D* X- O' |* R& u7 D
- alpha (0,0.5) (999,0.5)
0 z _+ t# a" n! I8 J1 u' X) v9 R - randomstart false& s$ h/ ]* K' H- ]% h0 y0 R
- active true
' R. g2 N/ B+ O( x( X# E - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0$ f$ C# `$ I' r) m. e& Q( Y! W
- </control>6 L' R: _# c3 [
6 ?* k! n' E4 m3 X7 G* U& x: K3 M- <control>1 w' w$ L8 ~: Q: \2 B; ^* m% }7 @
- unitid 3- |( A- F5 k9 C& G, z7 I- o
- active true# N" v. j: {% Q
- startposition 0 0 0
1 u; L' H1 D5 T4 j! Z: T, P1 c - lifetime 0 1000! l4 \* h% g2 Q; @- Q+ |
- animtime 0 m4 A5 H% @. q H. o- m
- bonename "Bip01 Spine"
& i+ D1 n- e. X0 f6 S/ j - scale (0,0.5,0.5,0.5) (999,0,0,0) % Y3 A3 E) n1 T- N% Z% |
- alpha (0,0.5) (999,0.5) 5 m6 d5 a& f% a1 y1 o) [: s2 K4 `" c% f
- randomstart false5 X' {% Y/ S7 t1 V& K
- active true$ P# Y+ V% S% B
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0$ a3 e- ^; h P
- </control># J( Z$ R6 s2 G R$ v
- * N3 v+ C" V$ N! N
- <control>) n4 w3 m) Q8 E" X
- unitid 4" N, p- k8 H% ?: s1 c
- active true
; p8 Z. B m7 t( U1 k% o" Z& H - startposition 0 0 0
5 V/ s1 w" C6 c6 u0 i! ?% ` - lifetime 0 1000
& I$ t ^% s3 t" h. C - animtime 0' j* H9 c8 q( r0 y
- bonename "Bip01 Spine" : l: o3 I" ~$ N) q6 ^* I7 G1 R
- scale (0,0.5,0.5,0.5) (999,0,0,0) % ` H1 D) |$ `. A1 S
- alpha (0,0.5) (999,0.5)
6 E8 {5 n7 L! o2 s - randomstart false
{& V: J) x; F4 x - active true* b! {& J8 v p% X6 i& x
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0; J3 |, S% b" W" J
- </control>
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, {- C% J& B( `+ P- <control>' R5 i1 V* b0 A4 {
- unitid 5
& P" N. S0 B: Q& I, T - active true4 m- a! y! N0 B4 ]3 J+ I) _8 V, x) V
- startposition 0 0 06 V: W' ~ ?' [' m) d
- lifetime 0 10006 c: w9 w+ q1 h: r
- animtime 1" Z. d- N' h3 A. w
- bonename "Bip01 Spine" ' j) U( e4 R$ _ {
- randomstart false
( s4 m) |* D; g6 M9 K( F; k% W - active true! j$ }' H# ~+ f4 ~; Y2 {. ^" u5 {/ B" l# i
- </control>
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" f, S& `6 v+ S4 F: n' t0 \' \6 V- </scene>( A" Q1 @' B( w- r1 y- V
- $ S# ?3 Z2 v- g/ u
- </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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