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图片可以任意修改替换为别的图片 $ f+ ?( s# L. x
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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3 M! U# d% z r6 k
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effectdata.02
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- <cate> 1
6 l' y7 U4 I% v - <effectdata> 04 d3 l6 _3 B% _% g! p
- name sp_yellow_hand/ ]7 {$ ?- c8 Q: }; R7 z* q
- unittype sprite
( W- h5 F) `3 N/ r& {: _ - billboardtype camera9 l7 a1 l8 m" m, A2 J
- tailstep 20 0 0.1 600 false n% J% n! u8 j& F4 W9 c, A
- size 1.000000
. r3 d( ~1 U7 D - backprint false$ X* W7 l9 l; ?. V( S
- disort false$ {: ^6 s f- c M- I
- texturefile Effect\monster\longch.dds! k5 k3 K8 F- _ q! w" `7 ]6 f
- texturepack / o, c$ e U/ _0 x6 E
- blendtype add. _/ u7 H: w6 ~1 V/ z' t
- textureloop increase% t' U+ u* d; ~! M/ O; }
- texanimtime 0, Y$ j2 g" Q H9 a- E7 }7 u# y
- </effectdata>
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w( g x9 X _! g- <cate> 7
4 _9 C% l- g- z' k$ R! Y - <effectdata> 0
* c" Z5 \. R. `; U - name pt_yellow_short_light_02
8 }. Y) ?- }- n5 U: s4 Z( g - unittype particle
: x) g1 x! h) b5 T3 l" y: e, G - billboardtype camera
. o3 s5 d. Z9 ~ S1 I4 l' } - tailstep 0 0 0 0 true: J8 E, {. i" R( Q: }
- size 2.0000004 ~/ z4 U- c/ f" T9 R6 K
- texturefile Effect\monster\light01_orange#.dds J7 O5 M2 X& U' ~8 J. @0 _+ a5 C# h
- texturepack
9 }7 L: [* D+ K+ }5 o' p) s; O - blendtype add3 }3 t2 O6 p3 c* ]8 Q
- textureloop increase+ D0 ?3 [6 ?' y
- texanimtime 0
* v- a( ~# C4 X/ _4 {; N - leaftype sprite' P, O3 M/ [ e8 b+ ~+ L0 D) C$ e
- activestate exploderange/ \- q7 _0 m/ k, B
- lifetime 200 200# b) e4 D) }1 Q: m7 h2 d& l, U
- emitrate 307 h4 Z/ C" ~# c
- maxelementcount 10# b. m" `& q( [( t- {7 R
- addrotate 60
- \1 X W! w9 p( u& e - velocity 0 0& V8 |3 f& z. V3 C. K) [; G; l
- acceleration 0.0000004 L' G, F" p$ z | E6 F0 V% V
- spawndirection 0 0 0) ~. z3 i) X, O2 n1 M3 j/ ^, C# z# \
- gravity 0 0 0+ [9 y6 M Z+ y$ r2 w5 I- m
- colorrange 0.000000
0 [" D* C5 W: M9 q6 T8 e5 R - startrange 0 0.5
0 M* D$ v+ c( ^ - endposition 0 0 08 |& `6 G( P# `8 D* F
- particlesize 0.5 1" `- L. V" g% ]3 S- V
- followdirection false
* e r5 A5 z6 ]* y - spawndirabs true
- d- D' ~. _ ~. K r+ z2 ] - trianglerender false
( v/ J5 P" ]9 l7 ~; `9 m - </effectdata>
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- <cate> 3; k3 O* T; \. S
- <effectdata> 0
0 G! D$ d4 j3 K4 y' O P. e! ~ - name mh_EFFECT_EMBLEM_DRAGON
1 l. o! \9 [$ N; M( P# L/ j - unittype mesh; e5 J# F8 L3 B" p4 v
- billboardtype camera, M7 o0 \/ R+ G! P9 W, z
- tailstep 0 0 0 0 false
: O0 D4 s! P) h0 d; c - size 1.000000* G- m& t$ i1 n# |
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
, t- e' m$ \) E& } - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
p7 j- ~3 q9 b. h) W9 N - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim0 |/ p6 k5 h+ F) c$ n
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
" X0 g ^' y# h# M, ` - animlength 0: F( Y0 _) s6 A, w8 |
- twoside true
. x, l9 ?7 m1 ` - mesh_status 0 0.000000 0.000000 ""+ N) c( t5 Y5 W' T
- </effectdata>
复制代码 , M3 R" r# H3 a& m
8 n, |. v' F/ o, \9 i6 D0 Veffectscene.02
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- <cate> 5 game
- E- \+ i% i; c0 c( D( g - # ######## EFFECT_EMBLEM_DRAGON ######### #: K+ _9 l" y6 f4 z( t" M8 |7 d0 H5 h
- <effect>
+ v9 `: E# A8 P9 Z3 I& R6 z. X - id 1181' n0 b3 N, r6 L
- name EFFECT_EMBLEM_DRAGON
$ a1 o* ]% g" g, d7 x. I; p - culldist 2475082071472936200000000000000000.00
: W; f2 n. G" d3 o - <list>9 B! z3 R# e" i1 H/ c2 v
- res 1 sp_yellow_hand9 }2 |3 W1 ^" O a" H
- res 2 sp_yellow_hand, d: v V5 A/ \* _$ r7 k3 z3 K
- res 3 pt_yellow_short_light_022 U& Q: }- z/ D2 v' V! B& W
- res 4 pt_yellow_short_light_023 K) f7 T/ {) a0 K) d
- res 5 mh_EFFECT_EMBLEM_DRAGON
* S) g# ?* _* B; K) M - </list>
' c, j* E5 f1 } v4 |: d - <scene>
0 m$ O0 b M& t# `8 l+ v - sceneid 1
5 y& Z! C: `$ P8 { - name 12 R3 F; c" y5 P: l v
- <control>
( v- {2 r9 x3 e: g/ Y. `! P# Y - unitid 1& P7 l. B4 n5 `7 A0 N
- active true4 b' m$ |; b6 P# P# V' T: E
- startposition 0 0 0
2 M5 H: y- {/ g: S: y1 l( P. D - lifetime 0 1000
& M( U$ L% Y6 T9 B! v) X - animtime 0( p L" T( Y/ R9 i. W6 ~( L4 T
- bonename "Bip01 Spine" ) S3 R; p4 a3 z% y' T9 K
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
. L4 k! R1 A J2 O/ P3 d3 P% Q7 q - alpha (0,0.5) (999,0.5) - |; X2 ]( F1 K' x" k$ S; c
- randomstart false- {# ?& j/ W/ d. I1 a
- active true
6 w5 Y0 b. \" T3 Y/ X w Q - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
; @7 a& S! K7 t4 u: C" Y - </control>
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- <control>
# Z) a* R& `) c9 k9 T - unitid 21 `! |* A' C" l8 O
- active true) ~/ `$ R. @( k4 P. r
- startposition 0 0 0; A" O/ Q! g' U
- lifetime 0 1000; z. i% g% y7 e2 Z8 [- W y" S
- animtime 0: \0 ~/ s% u4 Y
- bonename "Bip01 Spine" % I$ m- K; `! o* \ m+ s4 m# l$ Y7 V
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) # ^0 a0 n' F0 o9 b7 t4 A7 H
- alpha (0,0.5) (999,0.5)
}5 w# E/ O9 E/ j3 e R - randomstart false
6 y, p& i; U$ H7 L- _ - active true9 A9 T: r0 L* t W/ k2 I
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
: y4 P# a" U; F, O - </control>
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% {* H' w3 {% ]! k1 k* e4 E- <control>& N# E" p* |, I
- unitid 35 G* o& N, B6 K# f
- active true
( k* n6 J' e4 t& t9 w8 P% @) U - startposition 0 0 0! d) G v @' J5 l/ U8 z$ a# e
- lifetime 0 1000
: E( j; |* F7 J5 A1 l - animtime 0
3 ^: }* d3 E; q( Z - bonename "Bip01 Spine" 0 o+ l- S& @- ~% f; d7 p: k
- scale (0,0.5,0.5,0.5) (999,0,0,0)
3 e( ~# X3 |5 r, E- w8 E4 S - alpha (0,0.5) (999,0.5) % l1 r7 U) p# u3 K4 X4 o
- randomstart false! ~0 [' M# Z: S; l/ a
- active true
" ~0 c9 Z) A( T% J* S - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
- N8 y" [4 Q6 A1 ~8 E - </control>
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- <control>/ |2 s5 S6 {. f7 b
- unitid 4
/ o; w, x: T9 K' f" D( G6 m8 F - active true
! |6 f# Q) r& { Z - startposition 0 0 0' ]! L& u8 t1 q5 _
- lifetime 0 1000
+ c3 s \5 g H, n6 Q& a( W - animtime 0) `2 `. n# a% b/ E; y9 o4 y
- bonename "Bip01 Spine"
5 G) Y; F9 w5 I, N- n3 D - scale (0,0.5,0.5,0.5) (999,0,0,0)
! a3 N3 r. l4 T - alpha (0,0.5) (999,0.5) * v U. E: C' i! f$ e+ w
- randomstart false
! L9 \4 V. ~" o, k O0 a" O; P J - active true
( l/ j9 D# T4 M* U - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 01 z- E+ m3 f, t
- </control>
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- <control>
/ b u" @% ]: S( J5 T# | - unitid 5
% [( \0 }) y+ u - active true# @6 {" C ^2 Z6 i& i8 o: r. L" ^
- startposition 0 0 0. I3 X( J+ a# }& `
- lifetime 0 10006 k" {% v! _. [1 I5 ]
- animtime 1; O1 d$ E) [* t; D* U8 Q
- bonename "Bip01 Spine" ( L% W9 P6 z! b; P/ Q
- randomstart false9 t' G% ]+ a0 f9 _8 W) `
- active true
, O* _. @, k, t7 ` - </control># o' p4 Q p0 _% X3 r; F
6 M w% ^1 Q4 E6 j. B9 Q& `- </scene>. X+ N3 y# k) v3 ^9 o
- 6 C6 \0 C" l! s6 H% n
- </effect>
复制代码
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特效.zip
(408.85 KB, 下载次数: 4, 售价: 10 贡献)
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