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图片可以任意修改替换为别的图片
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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
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effectdata.02 T0 I7 B2 s6 H# \7 {/ c3 @
' S7 q6 E8 \. Z8 |$ o @- <cate> 13 f! R6 _8 Z, r1 {
- <effectdata> 0
: N) L) j9 E4 V9 l( R0 }6 u - name sp_yellow_hand
$ ] l+ O a) \# o* j: r4 m - unittype sprite6 ]+ `, {0 u3 g& N
- billboardtype camera
9 Q+ ?) _6 C' r0 z# V - tailstep 20 0 0.1 600 false& Y% Y* y; a. Y1 i' E) F6 K' a9 O
- size 1.000000. g1 }9 E. Y' K* p# B( q! F
- backprint false
7 S. j! v5 p/ U$ H5 [8 f; V - disort false4 c+ z9 Z) `3 D. D
- texturefile Effect\monster\longch.dds
4 W/ @* l( I/ Z* c$ r) v - texturepack ! D$ b4 A9 W% r- @* }% { Q
- blendtype add/ O7 n; p1 ]; h' _% z$ q0 j1 X
- textureloop increase8 c4 i) x3 S1 A( u. ], W, i, W% }7 a j
- texanimtime 05 t$ F& @3 V9 t" w+ \* r
- </effectdata>
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- <cate> 7
3 s$ U( d Y, O- P& c6 H - <effectdata> 0
& r- ^* X+ h& v2 O+ g1 B$ r - name pt_yellow_short_light_02
. f9 L4 R, H# ~" B% G2 D4 x! [' V - unittype particle# j( w2 f& W$ u, Y; y% P0 y
- billboardtype camera' Y7 o C% }+ I
- tailstep 0 0 0 0 true, c7 q2 t" ]0 z7 z. `* L$ ^( ^
- size 2.000000
5 b) F# A8 I1 n: H5 Q0 ]6 c - texturefile Effect\monster\light01_orange#.dds
, i8 a, K$ D# V1 k% ]% R - texturepack ( k) a9 [4 U! t- N3 p) w3 ]9 n
- blendtype add# c Q5 a4 c* |' R, k" M
- textureloop increase
6 J/ i, M) O5 @! S, R5 [9 [7 l - texanimtime 0
9 I- m! ~+ K1 ~ O# i* C - leaftype sprite
$ `9 d( d8 X1 h9 S& w; J; e' j - activestate exploderange7 z9 H3 n4 d. ]6 d t
- lifetime 200 200
; p9 @6 l5 O' k5 J - emitrate 305 U6 w6 ^2 h: z# G
- maxelementcount 10
) h- S! v; s. R - addrotate 60
3 C% S" n0 S' z6 c. t C - velocity 0 0; {5 j/ X) B# G
- acceleration 0.000000
8 A' X' i" Z B% x8 t, [ - spawndirection 0 0 0* g$ o4 m: m K4 Q
- gravity 0 0 0
4 \% C& k* s' E7 R4 C+ d - colorrange 0.000000! Q+ @' j ]0 p9 I: ^
- startrange 0 0.5* K a, i6 H4 \, F. H
- endposition 0 0 0
' M. B8 k& h. s% M+ f: T7 |3 B: }- q/ I - particlesize 0.5 1+ g6 I5 D* N6 N+ q1 T
- followdirection false
* Q/ t% I; \: D9 C7 r2 i. y( y- X - spawndirabs true9 d* g* t# o7 }- S6 J4 E4 B E
- trianglerender false
3 q8 R" h) {: I - </effectdata>4 }/ |7 H" R. }0 \& t( f
- - K& s. z( k, q' P0 x2 I: j
- <cate> 3! D6 D7 s6 o. Q5 x
- <effectdata> 0
, y" Y1 p% z! b B5 H - name mh_EFFECT_EMBLEM_DRAGON+ {$ ~! g5 |9 o2 C* H
- unittype mesh3 X" l v; [& b$ ^# j# Q/ b
- billboardtype camera! W# i: D! u p8 q L
- tailstep 0 0 0 0 false
2 `2 K$ ]# E& {9 M7 B+ M0 b4 f - size 1.000000
. d+ q# @' n# v+ V0 ~) o4 w - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
7 G6 t) a1 B3 W3 L0 g0 N - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh4 \& n1 w- ]2 G( D# D0 w; D# K
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
3 D8 i _& ~, f5 w0 s$ V& U - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
; v) {# ?7 V8 x7 g* V - animlength 0
$ |' T7 l5 ]$ E* {3 n/ @; n5 ` - twoside true
* o7 R# a) V4 W* {3 q# @ - mesh_status 0 0.000000 0.000000 "". |4 w) C# y* T" {; T9 y' K
- </effectdata>
复制代码 9 j5 o& U7 j; H! W
" {' f1 h9 d$ i* r6 E4 ^8 aeffectscene.02
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- # ######## EFFECT_EMBLEM_DRAGON ######### #
$ O0 y3 Y5 _" d; V8 N# `+ v - <effect>
: k( c* G4 W" \0 E/ T$ A - id 1181; U6 v$ T& W; j+ q4 e
- name EFFECT_EMBLEM_DRAGON
, q a- A7 Z9 v N - culldist 2475082071472936200000000000000000.00
& _" V/ O) u, o9 O - <list>
* N# A2 m [5 ]9 C( m - res 1 sp_yellow_hand9 `$ p1 ?' M7 G, R4 ?
- res 2 sp_yellow_hand
; G' e% y% |/ ` - res 3 pt_yellow_short_light_02
! m$ A4 A* g" f: P4 L - res 4 pt_yellow_short_light_02
0 p& g' G: }% x0 {+ n: d+ k% e3 m - res 5 mh_EFFECT_EMBLEM_DRAGON& k$ P1 d& G& Z
- </list>
5 O8 ~1 i; X9 ^ }5 d' d - <scene>1 a$ ~/ u+ V2 {5 M8 `( p+ G
- sceneid 1
2 q9 J8 }: S, `$ M - name 17 i1 j1 x4 W3 y+ D: a0 w, ]
- <control>
& R4 S4 \3 G- h - unitid 1
) U! g& X: Z2 o; O# ^8 P - active true
& f" J" i3 v' x3 d" _ - startposition 0 0 0 a. x: X3 o" U. r# r
- lifetime 0 1000
) ?* y5 s$ j# R. h5 H - animtime 0$ ?$ T6 q, I0 W6 Y; X1 o
- bonename "Bip01 Spine"
% x3 T& @& [; ]+ A) ?6 Q - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
- O+ r+ [' h# r - alpha (0,0.5) (999,0.5)
, \/ y9 I; Z9 K: E: c - randomstart false' i: v6 J: k9 t8 M( I
- active true
. p' _$ q4 D0 K4 D - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
" Y; ~' p# P3 T! t# D9 ~4 j - </control>0 k1 B' M9 {- i1 ?) \" `
& b. ]7 ]. \* r1 A& a2 ^! l0 {- <control>
$ |# r# i2 y6 ]2 ~0 E$ m/ K( Y! P - unitid 2
, |& c$ |2 y# {# R - active true% _/ V$ H% _$ `
- startposition 0 0 09 e8 ?8 U' ^; x4 B
- lifetime 0 1000
& Z! P3 u0 ^- J% ]0 z! @ - animtime 0
- i/ o7 R1 F1 C2 h' Q+ P4 X- ? - bonename "Bip01 Spine" , I! I/ h& Y a
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
' _# V1 N7 }* D( m" D- G - alpha (0,0.5) (999,0.5) - R- J, C+ k; ^" R5 y* L
- randomstart false
* {! p& n* E# M5 M' H% u - active true
6 G- f4 h1 F+ L; M8 s; j6 H - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
0 _/ j2 G/ e6 [- E* ?2 L - </control>% |0 \% \2 H! ~( t. a
# h7 k/ q$ e3 V' L- <control>
$ q9 B3 v& @8 h: y8 ~2 K; U; w7 t - unitid 3. m" N4 a# q9 M/ W" m; D- Q! H0 g
- active true( o- Z* W" }, `8 o0 {
- startposition 0 0 09 W+ H3 r* k- I
- lifetime 0 1000
5 Y% w2 c' Y8 V) ] - animtime 0
: K( ?" L' Y" A9 c% F - bonename "Bip01 Spine"
' i5 q7 z% l( Y2 B - scale (0,0.5,0.5,0.5) (999,0,0,0) ' F3 h# k4 g* P, Y6 h
- alpha (0,0.5) (999,0.5)
+ K$ V! T0 Q; [ t# h - randomstart false. O) U+ R7 ~1 r6 t" [" x$ ~
- active true6 q9 P( v3 G, y
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
4 {) I) q/ e( T$ @8 M - </control>
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. T2 ^6 K g8 P, \- <control>! T+ l# ]) ]! v4 I/ e k
- unitid 45 q, u! L s# s1 x1 C
- active true, U0 t) m+ T, W: T: m$ E
- startposition 0 0 0. N' A/ z9 J1 p+ s- u, ]( ^
- lifetime 0 1000
% ^) j6 t5 h" S4 ^* M2 B/ k9 T - animtime 0' d3 W5 d; ~6 T3 l" t0 T
- bonename "Bip01 Spine" : M# ^9 M- I! N- H: h) r
- scale (0,0.5,0.5,0.5) (999,0,0,0)
f+ G# o4 k2 p) W+ F9 w- _ - alpha (0,0.5) (999,0.5) + m, r" f u* ^8 T4 V
- randomstart false% Y8 C! v- [3 {
- active true
) a0 z* t: a* J0 s - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 02 y! u% C" n) |% l
- </control>0 i6 ] v" R( ?8 ~& c4 ?6 i
# s1 c: Q* B2 u; v' C* \8 u( g- <control>. C9 _& [6 R* i, D
- unitid 5
# T& V$ Z9 A5 P7 m1 A- F, E - active true' f c+ E, w3 n
- startposition 0 0 0' z* a, w9 P6 S5 F
- lifetime 0 1000
) ~( ^7 @. i7 f: o( D2 ?0 [ - animtime 1
" B9 s5 c8 v, s9 @& b - bonename "Bip01 Spine" 3 X9 m" x6 }/ g# |: e- i* n1 w
- randomstart false/ T/ p' V7 L; q0 E! u- w
- active true
$ i) r; H+ L5 h1 D; R - </control>2 b b g; q" s
: q9 Z5 L: w" h3 B+ V- </scene>
+ q+ s& s/ o r! z! M# W
- w4 x5 d! P/ Y) C; i; z( `1 e- </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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