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图片可以任意修改替换为别的图片 ! ~4 n/ ~! p# p I
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% q/ z3 l: Y# t E# B/ |; \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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7 f& P* [! K7 heffectdata.02
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- <cate> 1
& A4 u$ K- D" H' u! ` - <effectdata> 01 e8 R% v: ]: r" { L
- name sp_yellow_hand. _, T! k1 q: i2 {* L
- unittype sprite
; A- G p. E) g4 l0 a - billboardtype camera
4 g; f! k2 D7 _, C! s! ?+ v6 L - tailstep 20 0 0.1 600 false- j1 L( ?. M2 c
- size 1.000000+ C5 }: }- i2 v, `6 d7 P
- backprint false+ }* E1 \" T. h% X; W7 `
- disort false
& W: U" H& y( P/ |0 ?4 s# e - texturefile Effect\monster\longch.dds8 V% @% u$ I2 f& `1 {
- texturepack # f- @& Q6 ^7 U
- blendtype add
1 {- Q# m* F }/ j - textureloop increase3 a6 _6 `1 {2 I
- texanimtime 0
- l+ w5 W7 s4 p* e$ q( V3 } - </effectdata>1 z3 d; q% e* \' \
- 5 V& R& U/ q4 k; Z5 M. o4 z
- <cate> 7
) E i2 L5 t# C5 h, P1 W - <effectdata> 06 @7 W, r7 @% e% U( N" l
- name pt_yellow_short_light_02
% n' T$ v6 y. J' M$ n0 W - unittype particle# S7 d6 @7 H$ q
- billboardtype camera
0 O3 }# _, q5 T; g4 F: k - tailstep 0 0 0 0 true5 V9 d$ H! j+ l. I3 i
- size 2.000000
; d! ], Z" j( }7 ^2 i - texturefile Effect\monster\light01_orange#.dds8 p' ?4 q9 `4 ~( w$ h) b3 ?0 Y
- texturepack * Z7 L+ b& f. T/ v+ {9 j
- blendtype add9 D6 k& U: n7 u. A$ U9 p+ Y# I
- textureloop increase
3 r7 E. x4 H0 Q# z/ i - texanimtime 0
( F6 T" u4 [: w1 w/ S" s2 y4 k - leaftype sprite- K, v% W: z0 a, C2 |
- activestate exploderange
0 }/ ]$ c- ?( K3 p! [ - lifetime 200 200
. m$ b5 H w0 Q3 ~8 ^0 X - emitrate 30" _9 K: p; }/ s+ t# g
- maxelementcount 107 G8 V! H4 O6 T ?' b. X
- addrotate 60$ W& n+ D$ x# Z/ j1 M5 W
- velocity 0 0+ G: }* x8 `% j% x
- acceleration 0.000000 s4 F( r; u, o4 P+ L, \
- spawndirection 0 0 0
8 `8 g0 q* X# g# K- c* m( v4 {3 [ - gravity 0 0 0
9 \- u' k0 O5 e1 s& t) M - colorrange 0.000000
, M6 t) m* t" W- M* I6 L7 C - startrange 0 0.5
8 p" m# w( Z7 s# s1 c) ]$ E - endposition 0 0 0( n" ~' c) G% y% n( Y% W
- particlesize 0.5 1) i# Q: y# S3 B
- followdirection false
4 K- G, f: [5 l - spawndirabs true$ j; n. m# I' \: d: \9 L1 u
- trianglerender false
* l0 h) } I# L7 u: J; \, q! S. k - </effectdata>: a" l4 j, H0 }* ^
8 z3 s! C a: ?0 x# ~/ Y% ~- <cate> 3
! o7 \; m( |4 G6 r9 M - <effectdata> 0 c- T v; g0 }6 y
- name mh_EFFECT_EMBLEM_DRAGON
4 F+ V0 B" ~5 G - unittype mesh1 T3 O* r2 w( _+ Y2 s+ `
- billboardtype camera" B) v' X4 w* _9 K
- tailstep 0 0 0 0 false
9 \# @+ g/ I& _ - size 1.000000
3 a2 Z! @# y9 q1 G9 A! w - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
. G) c; P& [' w0 ^6 i: l - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
8 ^' n+ H8 R( ~6 U5 @ - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim# I& A2 e4 `+ U& z3 J$ N# Z! L
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel( h# J+ z! \/ W1 N: n
- animlength 0
- r- l/ O/ _9 y - twoside true, Q! j/ s( c' V+ X; ~4 q; N5 h
- mesh_status 0 0.000000 0.000000 ""2 Y5 B/ j \2 C5 F, Z9 H
- </effectdata>
复制代码 & C6 S$ V A$ X+ ]$ ^
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effectscene.02. Y% f! N; m+ Y/ d
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- <cate> 5 game
( s' v! h3 w$ ~9 @9 ?# o2 k& C - # ######## EFFECT_EMBLEM_DRAGON ######### #; \& z( @8 {& k/ V0 I% d/ Z
- <effect>. e+ t9 Q+ R# c8 F9 `1 \% `0 y" f
- id 1181
7 ~( c7 G) n/ p' {' ]5 { - name EFFECT_EMBLEM_DRAGON7 L/ Y2 f: b( n- A7 J/ d9 D
- culldist 2475082071472936200000000000000000.00
+ ]6 b8 S3 b. c2 Y4 @! ^( v+ _* v - <list>; a. D: ~! v3 w: L- T. @
- res 1 sp_yellow_hand9 C$ b$ L. f6 l$ I
- res 2 sp_yellow_hand
2 U! a$ o9 n3 p; T8 A i% b- r - res 3 pt_yellow_short_light_02; c7 L( q/ t9 u
- res 4 pt_yellow_short_light_02, V! U5 A7 o! g% o% f% C
- res 5 mh_EFFECT_EMBLEM_DRAGON8 P9 i6 ?; s! j$ o
- </list>
3 ?8 C+ `( x; _4 O - <scene>
- U/ B' _. }) _+ n - sceneid 1. K/ i e; T5 C4 Y* @7 z5 w7 S
- name 1
7 h; U, B5 I* Q! F$ e, y8 f* y6 @ - <control>% `* `; X# V6 g' p: `9 p1 S
- unitid 1
2 `% ^9 _, W7 z - active true; s- m" P/ h; L4 E |& C& f
- startposition 0 0 0
% t+ l( i6 c" ^ - lifetime 0 1000
, ~6 n0 m/ {! ^# q3 w/ X - animtime 0
& t Q3 z+ d5 a4 }7 t3 b+ }( E - bonename "Bip01 Spine"
# V C; ?: Y3 L4 V. v+ c, l% n - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
# r( [+ L! U' ` - alpha (0,0.5) (999,0.5)
* T7 J1 y! t# S7 O' y0 v( W- G - randomstart false
- P5 U4 |( }$ E - active true) \; Q3 L1 n$ l s# \+ I/ Q- g
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 09 }6 M& m7 ^! P: t& P$ p
- </control>, h( {+ ~, R l# n6 g A
- 9 x/ M3 _' w6 w8 Q9 T, t: Z
- <control>
4 K' n; N9 k) v4 ?( s: z1 y - unitid 2
B- T7 }8 T% V! F. X0 v7 ^ - active true; `6 u- Z* ^- ~+ j0 M8 b
- startposition 0 0 0! l; y1 L8 g/ C) W
- lifetime 0 1000
, C6 ]$ ]) h( b0 \ - animtime 0. d7 y4 n5 m1 C4 E9 E
- bonename "Bip01 Spine"
0 H1 b6 B6 f) z6 l2 b - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 2 H6 E8 |; K- U1 h d
- alpha (0,0.5) (999,0.5)
8 w* N; e# g; v7 K5 P w y8 M1 ~ - randomstart false- \) K7 J6 l( o8 w; C; F f. d
- active true2 ^; c" b' p6 i- k2 x; N! \, N: w
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
' o7 u8 v+ r& D$ N' {5 t& P - </control>
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- <control>' t2 O* }" V5 O# t& l6 g* F
- unitid 3, ^: P' J# }* Z1 c
- active true
4 y/ K7 ] ], y4 I$ A% Q - startposition 0 0 0
. b0 V7 b$ c% d. d+ v - lifetime 0 1000
, U9 A, Y* q6 k9 j% w/ J - animtime 0- h4 x3 e9 e K. \! X5 Y
- bonename "Bip01 Spine" / P) q1 V$ [) Z' Q0 f. ]' [
- scale (0,0.5,0.5,0.5) (999,0,0,0)
$ S- m* ]! C! ~3 A - alpha (0,0.5) (999,0.5) : R0 T1 x- }; `2 B8 S
- randomstart false0 k3 j7 V* A. a! R
- active true5 v6 ?) V C7 q2 a) O- k/ X3 h
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0" o7 N: v0 Q! N8 ^- {
- </control>
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8 k/ {1 e/ C4 ]. A; {2 y- <control>$ |0 F6 {" x' {# s4 }5 d
- unitid 4/ X/ j. ]1 J9 o9 G
- active true
L) ]1 W; k" W# {) G* j6 p - startposition 0 0 0
4 @# A' l9 x& ~ [8 K - lifetime 0 1000" B, H% v: B1 W) T! a" Z
- animtime 0- Q5 \; m2 N, c! I# ^' a! u
- bonename "Bip01 Spine"
) t* o7 `* v9 d: a; v& f0 a! R - scale (0,0.5,0.5,0.5) (999,0,0,0) 8 a+ V* V& n5 L' n5 ~( B
- alpha (0,0.5) (999,0.5)
) |- v0 p3 \$ c6 h8 k5 S9 ` - randomstart false
' L3 b4 `* h) V0 g& M - active true
* H0 h5 L* X$ s( K9 i2 y - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 05 f% |: y) B* D; U( o j* A/ N) ^! ^0 t
- </control>2 p7 a C+ K `+ q7 @+ T, n
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- <control>
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" r+ s! Q+ F" i" s& N; C. Q - active true9 n; m. h0 G' y+ t ?) y
- startposition 0 0 0% w6 S9 K( k( b3 m, Z4 L: l
- lifetime 0 10000 G5 Y( L5 I' i
- animtime 1
) R. W3 X/ N/ C- b5 |2 M - bonename "Bip01 Spine"
: @% l7 @; d! g1 \! L( U- | - randomstart false) ^: E+ Q' r" ?1 ?1 z
- active true- J1 I" y8 ]8 ~0 s3 }
- </control>) [0 _# C# e U
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- </scene>! g" j7 l% K* u; u
- * J+ _6 X& `# E' f
- </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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