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, t: O0 w& L0 r1 o$ @图片可以任意修改替换为别的图片 ! o9 T: Y) r" V5 Q& F
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2 x6 m. ~: u& f" y; j+ _' S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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' o8 C+ ]3 h& e/ d7 \; Heffectdata.026 J4 L: o6 B& h; I
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- <cate> 1! {8 J# R% s8 I6 t
- <effectdata> 0
% B+ |4 _$ R# I o2 I& q# c - name sp_yellow_hand
4 J& c& |/ x( T. M! k - unittype sprite
. i8 U& k. b' j - billboardtype camera/ G% \. Z9 T( `
- tailstep 20 0 0.1 600 false& v }. v9 h1 I; R* D5 `8 D
- size 1.000000
4 p4 Y2 `9 r1 } Q3 V - backprint false0 P7 J. F7 Z$ H/ b# r
- disort false
4 P- P8 Z* F6 ~. i. r - texturefile Effect\monster\longch.dds
& D) b& u' `/ K6 H - texturepack
0 S; [ j! l V3 L& D# h D% L ] - blendtype add
: V$ d/ @$ x( l: ~# Y4 v4 t) y - textureloop increase# O* ^5 D+ p5 i5 `1 K$ @
- texanimtime 09 w% D4 d; t% u5 t2 P
- </effectdata>* u9 E% |1 x& V! k
U4 [8 n( N* D7 g8 a8 ~1 }; j- <cate> 7
8 }+ ?7 E {" w8 p% k8 g - <effectdata> 0
6 ?0 j+ Z. @: a3 e7 B1 ~8 W3 S - name pt_yellow_short_light_02
2 y( K$ h' L2 D: k% N - unittype particle3 O6 g" f) ?0 C( b6 |( u, D
- billboardtype camera
W! i7 |' ~& l+ i9 J/ S: ] - tailstep 0 0 0 0 true+ U' l& f' U) G" r
- size 2.000000' g1 u& P' Q' V( V2 x
- texturefile Effect\monster\light01_orange#.dds
5 H& n7 s6 X6 x1 V. i4 v+ r7 Y - texturepack ) L0 z/ |- o6 A" Z
- blendtype add8 ~, l* ~0 @2 o( @8 c
- textureloop increase0 n8 K# K! ], r0 A& |
- texanimtime 0
3 s9 C7 V: `1 K! m d - leaftype sprite
* s' W% w* \7 x0 A - activestate exploderange! A, y- A: d6 @
- lifetime 200 200
4 M7 U" s5 ]! Q - emitrate 30# `; p4 g& [% {3 T# K+ G" J2 R
- maxelementcount 100 l; `: J1 Z0 e6 H
- addrotate 60
! O7 `, T7 K/ }+ Z3 c3 Q - velocity 0 0
7 q/ {! l* J8 E' R0 d& U1 {, c - acceleration 0.000000
( Y" N* h/ J, t4 H5 F - spawndirection 0 0 0
9 X8 K/ i6 f+ z% R - gravity 0 0 0
, g: w( D# H- O* M - colorrange 0.000000
* u$ Q g* V, U5 S" J D, w/ o - startrange 0 0.5* B) L/ X: b: k! G/ H! D
- endposition 0 0 0" c) l3 `" R/ ^9 o9 I! ~3 J1 m% d- H( T9 W
- particlesize 0.5 1+ G" D i: _# r7 `4 [- P$ R% o
- followdirection false& e% N; ?2 c- ~& { j e B
- spawndirabs true2 m& }/ [2 k b5 O
- trianglerender false" k" R' q* G3 J# E5 N$ z7 S7 a
- </effectdata>4 @4 z- _: y# y* W K
. B7 j" U0 i2 R# A, L2 }- <cate> 36 q* y$ x8 T* ?
- <effectdata> 0
. D' D2 k( M/ i5 D9 J; Q - name mh_EFFECT_EMBLEM_DRAGON
: I8 ]# U% ?8 X) B$ ~- C: g - unittype mesh" z. k# v/ p5 Q% [# T! ?$ A! a: K
- billboardtype camera
1 M5 U# C$ B; s3 i# I5 `; | - tailstep 0 0 0 0 false) m. Q) e Q+ B' q3 D5 [1 `* \
- size 1.000000
8 O% g- H: a0 C' v - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack; F' V1 f' x4 \# u+ h
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh" P6 O7 f( \- ]2 w, m9 C% n& Q# {
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim# k& {# p3 P# _& C, X
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel E0 c4 M4 |, M) m0 z
- animlength 0
, r) i5 y6 c2 y8 e* @+ s" y - twoside true
1 {9 L; X9 }4 ?& z - mesh_status 0 0.000000 0.000000 ""
& |! C( d0 t+ j! _$ K: s - </effectdata>
复制代码 ( j' U, d0 S; K4 x. Y3 Q7 l
9 ?# D( m' G9 o, ?) meffectscene.02 H5 Y7 M- u b2 F a& H$ ~
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- <cate> 5 game% S# @( W+ u2 S( g
- # ######## EFFECT_EMBLEM_DRAGON ######### #
6 H, ^+ Z. ?% L* j( E1 c1 @ - <effect>
% _6 p- _) h2 Y - id 1181; h d$ w5 z# T2 a6 r
- name EFFECT_EMBLEM_DRAGON
1 w: l9 P6 i' w; u1 I - culldist 2475082071472936200000000000000000.00
4 m* u+ k0 i2 Y j7 M5 ~7 { - <list>
$ I% T6 i8 ] f$ h1 I8 [ - res 1 sp_yellow_hand
1 j/ x( |0 c" i - res 2 sp_yellow_hand/ J5 W0 \+ \* p
- res 3 pt_yellow_short_light_02; I3 C1 p" y# V3 Q6 B. ?
- res 4 pt_yellow_short_light_02/ }0 c! w2 Q$ Y( F; H: M2 a5 ]% z
- res 5 mh_EFFECT_EMBLEM_DRAGON+ O6 X9 x! E; h5 Z
- </list>5 t! {* w8 ^; N2 n' h
- <scene>
1 u2 z, E* \ B. o8 k - sceneid 16 I% d& E) h( B
- name 1
$ Y; n8 j0 Y1 W, _+ T; e - <control>
3 i5 w7 \( G3 R, c - unitid 1
& u9 X+ h& Z8 e - active true
! w2 V# ~& [( a - startposition 0 0 07 I: _8 N+ j N, n' d% ?% D" ~
- lifetime 0 1000
% M1 b+ A9 \" u. ^7 w0 v - animtime 0' n ]: Q2 a, v3 E( a- I2 u ]
- bonename "Bip01 Spine"
2 h* d" |2 Y! _$ w3 f7 E. i# j- g3 v - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) * U0 u! o5 g) ~' H& Q2 }. F
- alpha (0,0.5) (999,0.5)
: A/ w6 @: w, Q5 n; ~2 T - randomstart false
) b- G& c: s$ _; e6 N - active true1 e! w6 w: R4 W* _) `: z$ S( k- q
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
. G* {- L& V5 p, Z! } - </control># x b, [1 ~: @ I$ U: \7 |
1 C& b( p& g" d$ C+ W9 Z G- <control>
8 `, K! k) C* ?9 ^( v @) |1 B - unitid 2
0 L6 W- C A4 y" A, e - active true3 D7 G# P: X- J: b0 L2 b$ f, e
- startposition 0 0 0
5 f0 R" Q- ~2 }' G8 b9 e - lifetime 0 1000) |* J5 W' B* B5 g' J
- animtime 0 y- q7 \- }& q8 l, B, J3 M- _$ O
- bonename "Bip01 Spine"
4 Y) U* [, b; k, T# h$ H - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) % O+ y7 F' f1 l) Z; v' z/ V
- alpha (0,0.5) (999,0.5) 3 S4 d( N% M+ b7 M8 {& [- B
- randomstart false
! C- T0 y `$ V! M9 k$ Y - active true2 A& [6 N m; ]& f* B- n. k' f7 u
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0% p) b" ~ K, i. M3 y) A4 h
- </control>/ i' h$ Y* ~' J" _5 H' i
& W5 M/ T! c( u6 z7 _- <control>
5 v. d- k0 l& @ - unitid 3) Q7 F6 N S0 W
- active true/ C( n$ |& z9 T- Q$ W
- startposition 0 0 0
- Q h+ m1 _. p/ M+ Z - lifetime 0 10000 K( v; s7 c. k x8 t
- animtime 0
3 B, k0 Z% o" W" [ p1 m0 l - bonename "Bip01 Spine"
, I; P; m( h3 ?7 {- U/ N1 ? - scale (0,0.5,0.5,0.5) (999,0,0,0)
9 n6 |& l/ f1 s6 K - alpha (0,0.5) (999,0.5) $ a# Q& O) `& [8 ?2 r$ e. N
- randomstart false
6 w! o/ A4 N5 P/ |& K8 b1 I - active true: v C1 V8 y" c/ O
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
. U: \9 }" D- P9 q" M - </control>, i$ C* N) p0 D6 t/ B
' D; n6 u9 t/ w/ a. A- <control>4 Y; L, _4 M7 {/ }' T
- unitid 4
# k" y% O9 q% ?3 }7 W/ @ - active true
3 l U7 H( m; B - startposition 0 0 06 z( S8 L/ B; |9 ]( @
- lifetime 0 1000 v2 w! D7 I! @9 P" e( K* S, H
- animtime 07 W3 T: z" b$ y: ?
- bonename "Bip01 Spine" 7 B3 M x( o) c% o
- scale (0,0.5,0.5,0.5) (999,0,0,0)
& n; i8 B+ h& e! e, y/ Q0 v - alpha (0,0.5) (999,0.5) ( q% I/ T) r5 ]( V' d+ f* i
- randomstart false) j+ r; m0 d8 I
- active true
( S8 e. h6 T) ~# o) ]% Q! m - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0$ b7 U" | ~: g8 u6 a* `
- </control>
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1 E8 L( R- ^3 V- <control>1 R' e+ z. C2 [
- unitid 5
3 a9 ~: M | M% g6 c [ - active true
( @6 P, Y: Q8 A1 U; u0 D0 } - startposition 0 0 0
: H! C; m* d3 ^/ ^/ d - lifetime 0 1000
?6 w! B. C! ~ - animtime 1
# U( w. ?0 p, J1 l8 h( Z" e - bonename "Bip01 Spine" Q) }( k# C L4 {: B1 J" I
- randomstart false
6 ]7 M0 E# K# w - active true0 `# W" A2 b3 }6 ?9 F! o
- </control> _1 v( I& ?6 l: J; a5 g- d) R2 l
- 4 [9 G) I( H0 O% |; b M. h
- </scene>% u% h( a6 z6 \+ f
- # @, h; H, a7 c# H6 h! C% m
- </effect>
复制代码 * R/ X. Q( z& A4 a6 h' z
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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