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图片可以任意修改替换为别的图片 3 t3 o! }# H @* b- y
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4 v7 @" h5 j9 N# C9 `3 a* t& x8 Z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.02
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- <cate> 1
& X, u+ h4 r/ X; O# x- \ - <effectdata> 0
! i) E$ H% O6 M - name sp_yellow_hand
1 V6 e$ n" J& {8 K& k( Z" _' M7 L+ Z - unittype sprite/ E3 Q" T* `' d. X1 k% q$ O( K
- billboardtype camera
- [' O! ] Q% H k8 Q6 d8 G4 I - tailstep 20 0 0.1 600 false/ N" a) N6 S- \- }+ V1 h
- size 1.000000* V; t+ a6 n- K( q/ z
- backprint false6 n+ I# M: {4 V8 i8 J
- disort false" |6 w" G* m- o! s" o
- texturefile Effect\monster\longch.dds
2 N, W7 H( w6 k! q+ V- v5 b - texturepack 6 x% z) }9 U7 e( q5 Q4 T
- blendtype add% l; `) v* r k2 l8 x+ F% ~
- textureloop increase* J d, P& k9 G* r7 r7 \
- texanimtime 0
_6 V5 U8 R4 o- A) b9 M0 S2 g' T - </effectdata>
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- <cate> 7
- h$ S, Z0 ?2 b/ m- Y - <effectdata> 0
$ \* N; q% W1 J2 a |+ r/ M+ r) u - name pt_yellow_short_light_02% x0 Q( [2 a% I- O/ _
- unittype particle
7 b' g# H7 x1 P, k7 o - billboardtype camera
5 {/ ~! F8 _! }! I: q/ p% r1 ^4 V - tailstep 0 0 0 0 true$ t% |. B" z! h- W( b% y
- size 2.0000001 Z7 p# w( ^7 l0 f! X; T; G: [
- texturefile Effect\monster\light01_orange#.dds0 {6 `. \- O0 Z: o* }9 }
- texturepack
w" T3 i5 l+ N3 x2 W9 J - blendtype add
' g% e* k2 @* M4 B6 l- j - textureloop increase
$ M5 q0 N( a3 E5 h; H - texanimtime 0
0 m" N$ [) Q$ G! U% j - leaftype sprite
% j$ Z9 g6 [; E9 Z7 O) }8 T1 f - activestate exploderange( \5 a$ d- u0 \' R/ H7 F
- lifetime 200 200
8 L( W) N4 m2 u3 E% G% V- C - emitrate 30& S" F' B( J& O6 I* }
- maxelementcount 108 ~" k) r4 I; S) l) T
- addrotate 60
. e( S2 D: d7 g; b6 F - velocity 0 0 J/ f: E9 O, m( W
- acceleration 0.0000003 d+ T. Y) L0 P. j3 c4 w2 l
- spawndirection 0 0 0
" i. c( z. a; D% U, s. ?6 m - gravity 0 0 0" M% I& E t6 W% L% l
- colorrange 0.000000( H4 ~* E6 u4 l) M/ }6 o
- startrange 0 0.5
+ B @# V$ b }$ H; Z2 g) ~ - endposition 0 0 0+ w' Z m) W5 S# e: ~$ [
- particlesize 0.5 1
& n9 }1 h5 u5 N - followdirection false
! l$ E% f& O4 n( e) S. k7 ]$ X1 v - spawndirabs true
1 C* C Z b/ B8 K7 H - trianglerender false
6 V/ `+ K& }4 M; R+ D3 H - </effectdata>
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- <cate> 3' n, b; S/ X, p1 a2 A8 x' ^0 G
- <effectdata> 0, @7 x8 i4 i' C' T Q
- name mh_EFFECT_EMBLEM_DRAGON
0 }) T; B, f0 H8 I - unittype mesh
3 [/ A" q4 r2 K9 P - billboardtype camera
]% }+ R2 h0 v1 H; O3 C - tailstep 0 0 0 0 false
0 r$ \* x1 [/ [9 W8 r - size 1.000000. g- w' H! g/ W9 Q3 A) E2 ]) M
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
2 r% W+ {- t- l- w; x - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
5 D# K- L+ E; n; j% G' H - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
/ @) Q3 A1 g' D9 m3 \% ]) o - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel3 m, c, \3 d) q4 W0 _
- animlength 0
( n6 e) C' h2 c' V" F1 r - twoside true- I5 A- P. j3 K/ l) V5 O
- mesh_status 0 0.000000 0.000000 ""
. e' E$ h" h% d - </effectdata>
复制代码 5 s6 f1 X2 l* j* P: W1 B
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effectscene.02& d0 h8 t7 Y' V4 O( c& q
% S1 b, E- b2 O- <cate> 5 game. |9 n2 v2 Y/ ?6 M8 p/ | Q5 [! b
- # ######## EFFECT_EMBLEM_DRAGON ######### #
2 j+ o$ Q7 N, Y5 G% N# E! p - <effect>
f& z2 s6 T% f; i: s \ {$ i2 } - id 1181
6 n$ F* ^5 K! N E; {0 K' z( [ - name EFFECT_EMBLEM_DRAGON- D' b4 X# _4 B2 L- ^8 _% E( z
- culldist 2475082071472936200000000000000000.00% a- K* w; g) v: X, n) u5 g, h
- <list>3 z/ R" B$ ~8 c; n, p
- res 1 sp_yellow_hand d- q8 C! M2 U! c
- res 2 sp_yellow_hand7 d, k R. x+ L- i2 T. ^
- res 3 pt_yellow_short_light_02
% t7 O" |, v2 F7 ` - res 4 pt_yellow_short_light_02- v/ a7 j1 t: w: W
- res 5 mh_EFFECT_EMBLEM_DRAGON
+ U& N3 D8 M q. U - </list>
) k6 l* m2 I- F8 G! C$ ^/ f: i7 X7 R8 Y - <scene>
5 M9 O6 T# \4 l5 x7 P4 M4 F - sceneid 1
$ M7 B; s/ @! ]/ I: f! p$ D# E& l - name 1
0 z% V! n7 r. M: l' o- S0 V8 K, h - <control>3 }/ h6 G1 K4 m
- unitid 1
6 Z4 Y4 A8 l! ?8 ~8 B- c0 ? - active true
6 C! [ D+ _4 ~; _/ W - startposition 0 0 04 v+ A' k6 @1 ]1 G9 z
- lifetime 0 1000/ @5 y' L0 x7 d+ ]/ ~: x5 R6 T
- animtime 0
2 e/ X- a1 Z6 W7 c - bonename "Bip01 Spine"
. m' a9 O$ D. C" _' |2 A - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
+ |+ N, D, A, R3 s - alpha (0,0.5) (999,0.5)
- t& B! }3 T: x6 b6 e+ H - randomstart false
4 L2 y4 M! `2 Y2 O& M3 F: Z - active true M9 X3 j+ Q7 J0 a. V) i z
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
2 d @5 f% Y" B - </control>, g$ k' G6 a$ s( s
4 Q, y9 \$ J2 r+ h3 @- w7 R4 Y- <control>( O/ O6 {9 H% J3 D- m2 n* R
- unitid 26 P8 d1 q, s9 ~
- active true1 h0 b0 O1 x5 l1 X% E% J
- startposition 0 0 0. y1 w; {% F+ V+ z: {. s6 x
- lifetime 0 1000# I$ O: F6 F% \6 j3 W. l
- animtime 0
/ w" v2 |8 z3 m% p - bonename "Bip01 Spine"
# Y P1 ]! {+ a - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
: D5 t# A+ V7 C6 p5 V4 R3 R' a - alpha (0,0.5) (999,0.5)
- a! {# {/ L8 p q# q - randomstart false
& c, a$ ^' U- J w# b - active true
6 \+ @- F- [$ Y o7 }0 u" t( X; c - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
+ X$ H% M m Y/ {: I& b - </control>
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: y% u; n9 S; u7 q4 n, @- <control>
* y7 r) x2 I/ A L, k# X+ N - unitid 3
. i: X4 c; N7 B: D; C - active true
5 z# c3 m* y: l7 _ - startposition 0 0 0; ^0 D% T' a% [0 V% }0 m! ^
- lifetime 0 1000; Z& Y! f2 f. S
- animtime 0
* ]. {/ \1 W% ?$ W - bonename "Bip01 Spine"
+ l' e* x- ~: t. b* ^ - scale (0,0.5,0.5,0.5) (999,0,0,0)
$ C: a% s% o6 G" [ - alpha (0,0.5) (999,0.5) 7 l; H1 \+ @& S* s* j1 a$ A; ?
- randomstart false
( i, X2 V& _$ l - active true8 E: T2 F$ F' B- f
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
* t g% O9 {# y/ M - </control>
4 j$ m' U- n/ G9 k/ b - ' N2 N5 c9 S6 X+ X2 j
- <control>; O1 h; U1 M; x" F! K
- unitid 4
5 U/ s. v! y4 A$ Y - active true0 h7 \9 U/ g0 {# g: Z' `8 `* V
- startposition 0 0 0 H$ r' `+ X' |& `9 E h
- lifetime 0 1000
: o, j. q" V' P; q) K! c - animtime 0
' b6 p4 E4 F, K4 L' d - bonename "Bip01 Spine"
- Y; p) q. Z1 z' V0 x - scale (0,0.5,0.5,0.5) (999,0,0,0) 5 o0 A9 N" ~) [7 O8 I
- alpha (0,0.5) (999,0.5)
; I8 X0 O( S, r3 f3 |/ {. } - randomstart false+ t; d# T N3 l+ L( F! W* R
- active true6 Y" m% j v6 l( B. R* l7 @
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0! ~* @1 n% d H3 B/ Z( p& \
- </control>
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( m. z `+ `( o4 U0 T5 e( t( Q9 g9 u3 U4 H- <control>
* o" Y4 {7 ^. j. g5 ~2 ^4 _ - unitid 5
6 m+ P- q- C! V0 J - active true
3 S. e! l [1 B0 q8 }- N - startposition 0 0 0/ l9 z* G7 J* K' [; x7 T
- lifetime 0 1000
2 H1 ^9 G, q6 w: M S - animtime 15 j0 ^- W) E' O ?
- bonename "Bip01 Spine"
8 y' o' j3 F& N: C/ z2 W - randomstart false
% \( M( S i8 C9 C - active true3 d( y! ]) r2 b- N
- </control>) y6 B$ M% @+ n! y4 S. p
- 2 l' C; o" \0 J, |3 Q
- </scene>) u1 O& R. V* E+ o' N" A
$ s( X; v% A' i+ J/ E- </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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