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. n% D8 c6 V) L" U, m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.022 ~! X X) L3 f5 O0 R/ L9 [* @
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- <cate> 1
2 P4 X: N0 q( W' u7 u. z - <effectdata> 0# Y6 Y# s U ~7 r0 a; R/ l# f
- name sp_yellow_hand) J+ T2 B [$ U7 F9 ^
- unittype sprite
2 O* d! P- z) j o - billboardtype camera
& k, m4 s0 H! t" R - tailstep 20 0 0.1 600 false, f1 C$ B+ }; M1 e v& z
- size 1.0000006 u4 `0 E3 p4 O1 F
- backprint false) L4 O' e; H1 f1 G8 r
- disort false
& m" Y! c* @& u. k - texturefile Effect\monster\longch.dds5 l/ T1 E8 G" V+ u. H# k9 P, J
- texturepack
# a3 C+ p* C' c) v8 b - blendtype add7 f L8 H( O `, [, i
- textureloop increase
) m% G: C3 X* K2 b) L5 ^$ |2 J2 P) x' V - texanimtime 0
3 o9 o, S+ B& {8 S, @2 k& ` - </effectdata>2 Q9 G( U& _4 D# |2 I2 l8 A+ N
/ r* K" R$ Z# i4 u- <cate> 7
0 f1 |* z1 o% \& i$ X6 q - <effectdata> 0
@9 B- h8 u$ B( w - name pt_yellow_short_light_025 w% N4 c3 n$ U) c+ d$ y
- unittype particle. }, P( a. a0 q5 o3 y7 m
- billboardtype camera3 K8 |0 ^/ d- v, C
- tailstep 0 0 0 0 true, Q4 A! ~% n( Q
- size 2.000000
9 V7 h, B6 H- b% q) ~ M - texturefile Effect\monster\light01_orange#.dds
! T. g; v$ I% b3 E9 S- R6 Z - texturepack
6 d9 l4 O$ f- T2 b: R$ Q" v - blendtype add
+ T6 Q0 U. m" f9 G; f/ w! z - textureloop increase, L- f4 r' h! s6 L+ c
- texanimtime 0% d. y1 r2 k' \! T
- leaftype sprite: r# n% A" B! c" w# g) Y
- activestate exploderange2 @& q# v1 X6 X" R/ J8 c1 a" p6 O
- lifetime 200 200
: {2 z2 r4 y% }% L( C. A, y - emitrate 30
% w# {5 _) y8 ^0 o+ G8 r - maxelementcount 10! F ^; E3 |' |3 ?- \" K
- addrotate 601 w7 Y" [& d* }6 c" p4 B
- velocity 0 06 j8 M4 }& P9 f3 b- D q" z9 \/ V, ?
- acceleration 0.0000000 Z+ V$ v. Q9 g4 N0 [; ^
- spawndirection 0 0 0( d. D( ^, R' Q4 W9 r- S
- gravity 0 0 0( U% q8 E/ P' \& C% T' c' O
- colorrange 0.0000008 X) x& }; L" D' e$ ^& P% ^' N
- startrange 0 0.5; l) K7 N9 u8 {$ F; E1 h9 m8 W, o
- endposition 0 0 08 R# g# \: o4 n4 B! V
- particlesize 0.5 1; I. I/ Z3 }3 \3 e6 d- }
- followdirection false4 ?) C' h8 h% W% z) M9 @3 S7 B( w
- spawndirabs true) {6 ]2 F( n: c, u6 o" F
- trianglerender false8 `/ `- p& {5 T
- </effectdata>
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- <cate> 3" l" j; m1 v. a7 m
- <effectdata> 0
r3 p2 S; l5 v1 m& C8 ^ - name mh_EFFECT_EMBLEM_DRAGON6 t& V$ A5 g3 V, w2 k, F# r! k
- unittype mesh
( L" J8 `; i& T6 W - billboardtype camera& u: \, ~- {' F9 z$ r" V V$ m5 z
- tailstep 0 0 0 0 false
% \; S9 Y6 N! ~2 y9 G6 \+ |% J - size 1.000000+ S& O6 ?/ B% r y0 U$ U% Q
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack/ R1 T/ k' z1 }3 y
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh+ ^3 z" T: r, q. Q8 D
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim& G! L( j2 w% M- E4 C! g4 j/ i$ i+ ?
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel4 N: D b- R- x: h( s) E: C
- animlength 04 { l" w$ u: l0 k- e* M4 H! g
- twoside true
2 l. v" {% f; e) U7 q - mesh_status 0 0.000000 0.000000 ""* w+ V2 W. U9 P) ?
- </effectdata>
复制代码
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, r6 j' v( X* A2 U0 f( v; \ ?effectscene.02
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! m5 Z3 L; p3 ^- c5 V2 N/ |1 `' [- <cate> 5 game1 F0 Q! T6 ~. ]
- # ######## EFFECT_EMBLEM_DRAGON ######### #
9 B4 K2 ^$ ?, X0 ?% V3 d - <effect>, }+ @& z/ G: {: K( t
- id 1181. }3 ~5 g1 O$ A- O1 I0 |
- name EFFECT_EMBLEM_DRAGON3 D7 D; `1 `; M& \; x
- culldist 2475082071472936200000000000000000.00$ x( h) L' Y1 e* x( a+ v! P9 b
- <list>
+ }6 Q2 D% {, f! J; a, C - res 1 sp_yellow_hand5 F+ |( z0 i: K3 D" f
- res 2 sp_yellow_hand$ F! X; B7 i" v2 q5 g% c
- res 3 pt_yellow_short_light_02' p: E4 [2 k$ n5 v9 `
- res 4 pt_yellow_short_light_02/ j1 l) s" k p* a, m1 x
- res 5 mh_EFFECT_EMBLEM_DRAGON! K1 p o5 N" C4 S
- </list>
: f5 S' [* d7 I - <scene>8 p e" C$ a' ^: F* }0 Q/ @ y
- sceneid 1
2 W9 x% Y" T" g5 H8 l. y - name 1
! i# ?. Y K7 j* R - <control>
6 h- `; O8 T, w; |% h( ~ - unitid 17 r/ `$ z4 o) i" g
- active true
, M; Q6 ]% N! S1 ] - startposition 0 0 0
7 c, D. u* r* h' E, O' j - lifetime 0 1000
8 q, ]2 R1 q: d; E - animtime 0
, V' n# d& ^& \$ h* V - bonename "Bip01 Spine"
( f! t" M1 n/ |# J& a4 i; }) ~ - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 4 g! m( u8 t# x* `; C
- alpha (0,0.5) (999,0.5)
. _ _ y7 T& L: B - randomstart false
- X; I* G9 ?/ ~! [+ p - active true* x; \. G" O, H) _' W
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
- P7 P5 V$ i1 } a* N" x - </control>
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- <control>
* v3 q: x4 Q5 G* t0 h - unitid 2
; |: v, Y2 a7 t - active true, d$ }/ k) P7 Z4 R8 ~
- startposition 0 0 07 ?! Y" l' G- i9 b! j# {
- lifetime 0 1000
; r* K1 }: _7 }3 h" V9 W& e) @2 B1 ? - animtime 0/ C9 G6 s& K4 z* l9 R, u7 g7 @
- bonename "Bip01 Spine"
! ]3 w5 @- s1 S - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 7 |' B" h E+ r- X" s7 y: m
- alpha (0,0.5) (999,0.5)
" f0 G0 ^4 W( [8 |( r* u6 T& w: d - randomstart false0 T: V. F' P5 M1 l3 u' g' l8 ]
- active true7 q4 f. F2 b7 ^. J8 S+ Q
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0% |3 U/ [' k8 n3 y/ X& H* S: u
- </control>( x _( L/ u4 _) [/ t' T: L
- 3 Q7 V" j' U" {. B r( }8 b
- <control>5 A, b. E4 ?/ C' V5 m' H
- unitid 38 c O' A. S7 [
- active true
7 l- i) K7 `9 r. L' ~ - startposition 0 0 0
- e! K7 R) h0 h0 A - lifetime 0 1000
# T2 _ L& y9 ^, E- j( v' B9 E - animtime 0 t6 g+ O& t4 N* L5 Y2 T9 F! i( x
- bonename "Bip01 Spine"
0 \ R: q/ [6 g' w9 f$ A - scale (0,0.5,0.5,0.5) (999,0,0,0)
, p7 E5 k/ f1 F' Q: |! }9 W - alpha (0,0.5) (999,0.5)
! f, q# N, g3 ]& J6 F; ^2 \ - randomstart false
- O6 I* D2 F6 ^' R$ w' ^ - active true
1 q4 R# `* p$ b! U# U - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0) p- g9 m; u; i! o
- </control>
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- <control>, V: P# B4 Q; ^3 _" |& A
- unitid 41 L" y) E- q- i2 s
- active true
9 }6 d% g! X9 W: ?$ \% E - startposition 0 0 0
* |& e \3 G6 t0 a% i9 l3 V+ }& }# n - lifetime 0 10004 \7 T5 r4 `, h) T
- animtime 06 ]8 Z3 @; G4 j$ k5 q7 O7 L
- bonename "Bip01 Spine"
5 t$ O2 C9 e& d0 s. R - scale (0,0.5,0.5,0.5) (999,0,0,0)
, G5 A* {& j5 k0 a) Y& I - alpha (0,0.5) (999,0.5) 8 ]" T& `4 @9 L1 S
- randomstart false! v" ]8 D N3 v3 v6 Z: _
- active true
: K; v# q4 X' v5 r# B T - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0/ @1 b. s9 q0 C a) t, E
- </control># ~1 d7 n" P& x& a" U5 g
- 9 G" Z% u7 L6 i& i* Z8 i# b
- <control>3 @2 w0 S8 p1 N0 v5 ~, v
- unitid 5( i W; C, J5 d3 y' p3 O5 J6 `, K
- active true R. A; o! V6 o2 @& W0 Q: |
- startposition 0 0 0
! G1 C- G6 M3 f0 S0 | - lifetime 0 1000- P) m. d3 E5 T
- animtime 1
, ^3 s1 h; h. R, ^! T( H$ @$ x - bonename "Bip01 Spine" & {8 _! l8 q) C+ b; ]
- randomstart false p& d. `% R# M
- active true
; ?2 V0 H9 N) L$ `8 w( ] - </control>
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1 ?' y) z9 n" l2 o- </scene>
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- </effect>
复制代码 + I7 E% P& _% b6 A
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特效.zip
(408.85 KB, 下载次数: 4, 售价: 10 贡献)
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