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图片可以任意修改替换为别的图片
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* `% \+ T& t( M注意下面代码不要直接替换 这个是需要手动增加进去的' a& c9 s: U8 G4 p
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! b# [4 v4 j, S/ u; f s( E/ ~effectdata.02
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, L" B5 p* `4 N! O" `- z- <cate> 1
. E; J6 g/ O& W - <effectdata> 0
9 T, t- M8 ]+ u7 P5 D8 z4 Z) Q - name sp_yellow_hand5 _* g8 @1 G! E2 ~5 i
- unittype sprite
& h, M& g+ Q8 m# W- T$ a" P - billboardtype camera
1 @6 ~6 h1 Z! W7 g3 c1 l7 z - tailstep 20 0 0.1 600 false. G7 ~- Y2 c) h8 ]
- size 1.000000
$ [ T: ~" Q l: s1 Z - backprint false
) @! L# w0 ^1 Z9 U; h - disort false" x' C% I1 @+ \0 L
- texturefile Effect\monster\longch.dds- C. f3 g/ ~, F
- texturepack
7 h' n% u1 F# C - blendtype add
; _1 l( d1 T6 S3 \% k7 g4 w - textureloop increase4 a* _& n2 I( s+ \+ P0 s" ?' A3 r
- texanimtime 0
2 h) q+ _- ?. {& [$ U4 N - </effectdata>
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9 m) `5 e( v6 n: h e1 x! X- <cate> 7! p8 {6 Z! I: G! I$ ^
- <effectdata> 0
0 z- ~" h; }& v2 y" r7 U3 [6 G8 b8 ? - name pt_yellow_short_light_02" D" {7 U9 \$ K9 p( `3 O! c' {
- unittype particle2 I+ ]# D& }- b9 M9 B$ y
- billboardtype camera) c1 ?: `, c3 Y4 R) ~1 c
- tailstep 0 0 0 0 true. e. j) U7 v$ H; @# \% g7 N
- size 2.0000006 |5 ], P) v4 E* ] I, d
- texturefile Effect\monster\light01_orange#.dds/ M# L( a8 B) \8 d. B) {7 H% G
- texturepack : {' K8 w3 `- e$ ^( `6 L" Q/ {- g
- blendtype add
) ]9 j. [, V' _; p, E# g - textureloop increase2 ]& b, w# ]. n4 H; f8 V
- texanimtime 0- k* j+ k$ N# r2 \6 g
- leaftype sprite
% ?) u& N, [- c4 }4 |# ?& ^ - activestate exploderange R! S) V; q9 `( R8 {- g$ j
- lifetime 200 200
2 P# R `% j& S. G, c8 J# Q - emitrate 30
9 a r1 n+ Q- t" b" Y3 U* ^ - maxelementcount 10
( @/ _8 K) L* N' _* Z0 M - addrotate 60" F; L* l* Y' ^1 ^# F
- velocity 0 0
3 Y* ^9 v- s" ?. Y5 l; Z: w6 y# E - acceleration 0.000000
% n* Z1 `+ i/ _9 O- h; e - spawndirection 0 0 0' e( s Q* T9 ~, y
- gravity 0 0 0 Y0 d) E3 @# C$ _
- colorrange 0.0000002 x" A5 t* A7 Q4 L* E, u& _
- startrange 0 0.51 N h$ }" S1 k
- endposition 0 0 0
# a6 u' [( d8 a( r - particlesize 0.5 1
9 x8 e2 k [ ?6 ]( i+ ^ - followdirection false2 _# W5 W& ]4 P4 t
- spawndirabs true
! V. _+ V! N f, s, p" p - trianglerender false" G* B/ h# t0 q9 Q8 I
- </effectdata>
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- <cate> 3
0 `. m% y; x- R+ ? - <effectdata> 0! s+ L q' C/ M5 i( V
- name mh_EFFECT_EMBLEM_DRAGON0 t/ t' m" K/ a0 }4 P3 B" f; C
- unittype mesh0 m& l, y: H @# G+ v; c
- billboardtype camera
1 c4 ^1 V2 h4 n - tailstep 0 0 0 0 false
/ j( {" f( ^$ i p: Z, J+ B - size 1.000000
" m0 x1 y8 s7 F- I - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
% B7 B# E' ]! t" Y5 \* D, M - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh3 \3 ^/ H: v6 l' y s& k9 I
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim: Y6 c: |/ \2 H% w7 Y" z0 G8 N; d
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
* Y9 J$ J$ g! y" n0 J% y J8 C# i - animlength 0
' t+ L8 O% d' g - twoside true0 o6 D" o: R/ x1 _
- mesh_status 0 0.000000 0.000000 "". \0 F' B' u; p1 X
- </effectdata>
复制代码 1 w/ ^, g: J( x) j. h
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effectscene.022 S" m8 Q5 P4 X; L& T
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- <cate> 5 game
k- p! i& ], V9 Z' C7 J& _ - # ######## EFFECT_EMBLEM_DRAGON ######### #
3 k& E) ]/ ^5 z- W K - <effect>" ]" q" z% \) x* T) V
- id 1181& @& z( \) K4 q( d; h9 h$ d2 o
- name EFFECT_EMBLEM_DRAGON
4 r' p" { J) d) H/ g" d6 u - culldist 2475082071472936200000000000000000.00
. D! Z% o7 K7 F$ r+ e: b: \3 [ - <list>
2 q. h( Y* s( b' Q - res 1 sp_yellow_hand, ? Y! q- V. j7 U; k0 Q, G
- res 2 sp_yellow_hand
) a% Z5 |" Q9 K4 G% T! Z - res 3 pt_yellow_short_light_02
: ]# I: ~# |/ V% P - res 4 pt_yellow_short_light_02
I! s' B: @2 s8 t, z6 E - res 5 mh_EFFECT_EMBLEM_DRAGON0 c" P- j1 l5 q! L4 h
- </list>
) ^; g4 S& V g1 F% P7 ^$ M - <scene>8 t: x/ `6 o" K2 K2 [
- sceneid 1& {0 `8 C4 M/ H" C7 j$ p- ^* d
- name 1 ]. M F# ]9 i
- <control>" `6 C0 }) S* n l, r0 b
- unitid 1
6 F0 I9 p% Y6 h- S# w- M* } - active true" o( x8 A+ W2 e/ f* }# j+ P* s; F# a
- startposition 0 0 0. P, x' W: X5 H6 C4 N8 T3 G
- lifetime 0 1000
/ ^4 w" M9 h2 I+ h% y' l+ x - animtime 0: U' n( u' {) j" `; r$ H
- bonename "Bip01 Spine"
% |3 y; V; s R - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
' G4 K3 W* i; G9 h( [7 H- r6 ^ - alpha (0,0.5) (999,0.5)
* X2 U4 V) ~: a$ H - randomstart false
7 ?: R: h0 ]% o( v7 A - active true- ^1 i% f0 U1 H* k, b: z0 s% j
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
0 j5 A/ e' B9 b' n- ?8 D - </control>
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# j2 S# x9 Q0 P% }- <control>: H1 `: b \1 ]2 O0 ^, r' e
- unitid 2
* ]; R) b' @. {, m4 q0 L- P - active true6 B1 M& ^$ s$ p* Y4 L
- startposition 0 0 0
% y3 Y* c5 n5 j2 F% ~; W - lifetime 0 1000
4 L0 R$ n# O R: n8 _ - animtime 02 u+ H0 h9 Y0 L, [/ X0 Z
- bonename "Bip01 Spine" $ u8 h9 E L' O5 d
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) % {( {. t7 V6 C8 @$ g
- alpha (0,0.5) (999,0.5) & M" f% {( U4 U) D
- randomstart false
/ e3 N1 F$ p9 [& x% t( [( ] - active true
: d W( I5 ` L - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 00 G- F2 `4 I3 ^! F/ \
- </control>2 t/ s8 H( B# r5 [
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- <control>* m! Z( }* T* U K7 r
- unitid 3
" S7 ]+ B# y5 M, ] - active true7 K: O" W- F1 `9 N1 o
- startposition 0 0 0 e9 U4 F6 b7 c( |+ O; V8 N
- lifetime 0 1000
. Q$ ]& w9 |6 N; B# d8 `; R( H - animtime 0
- S/ Z6 s2 V4 k5 h% z - bonename "Bip01 Spine"
4 J) v8 i' ^+ {3 J7 j+ R - scale (0,0.5,0.5,0.5) (999,0,0,0) ) d! z# g5 t7 R9 U1 |" r
- alpha (0,0.5) (999,0.5)
- }" b0 c/ S6 h, e+ A - randomstart false
& t1 @5 A5 F4 r - active true+ e# K) z' R$ `8 F5 ~" _! {
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
# [* M( c! U# V( u1 e - </control>
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) W2 R* T: k% _5 P* b# E4 W" d |- <control>
: v2 s `& Z" O# Y - unitid 4
* o& `. S' D1 b - active true
4 x1 |! R3 O% f: Y( y0 ^ - startposition 0 0 0, m% k3 E5 S/ q' @' G; c; n$ Z; a
- lifetime 0 1000
- ~8 `9 x% q( [: x5 {) C1 O# F - animtime 0 }7 g! N; A4 A# y0 @# K
- bonename "Bip01 Spine" $ Y4 K j6 H7 q% l
- scale (0,0.5,0.5,0.5) (999,0,0,0)
! Q0 P3 r; l) w i0 q; k ] - alpha (0,0.5) (999,0.5) 6 h& T6 M/ r1 |/ x
- randomstart false
5 N9 W i5 @3 j9 L; t# ^; ? - active true
3 F# M" A9 F: J2 M% w3 ] - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 06 b# g6 U @7 \/ T* F7 {8 ]
- </control>
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5 a+ `. t F0 o Z! V4 W- <control>. b8 X4 s) ]$ P3 B% s* n- e$ a
- unitid 50 s3 h+ p5 P2 ]/ E
- active true; d7 d% Z9 ^4 o) c
- startposition 0 0 07 a* j/ A2 q9 Q; q+ ~% E9 A
- lifetime 0 1000
3 S: Q" K# m+ t/ \6 z: a9 ?9 _ - animtime 1
( p m1 N4 ]! ]# v5 @ E/ ? - bonename "Bip01 Spine"
8 z* x9 H0 k4 ^% m& S - randomstart false
2 d9 _; @4 h/ _% [2 O - active true
! C4 G6 a( P/ q1 m; N9 S - </control>5 W, r5 G$ M* W8 ]8 P6 F' r
% ~. E+ A" z! i& w- </scene>
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- </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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