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. \: g* U# k' p* L: }9 Z) i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! ~& o7 t+ s* V1 K$ a4 k
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effectdata.02/ k7 Z( |' Y, _- g3 ~
) i P8 G( s# N/ v$ R% E& o- <cate> 1" ?4 N( ?* y/ k7 J) b# R$ X F
- <effectdata> 0. }6 d. i; \; k1 g1 h) U
- name sp_yellow_hand
}) a" Y U, ? - unittype sprite
3 H* C" ~& b9 t# L) l - billboardtype camera/ U: L3 j4 ?( O
- tailstep 20 0 0.1 600 false
( Q2 k3 `* _3 Q: y) }/ p/ {1 x/ j - size 1.000000' ]9 v& }, Z6 E; i9 @8 o- q; `( H! t
- backprint false
4 S; v* @. |; R$ Q0 S$ \ - disort false9 O6 ~, Q% h! P: Z3 M# }3 G$ U
- texturefile Effect\monster\longch.dds
" t9 ~0 Q! b) x& V) y+ S) z - texturepack
) J1 @ I# `" f! v+ [8 j - blendtype add7 J l2 u q' u% V# p
- textureloop increase
. t, J$ k% n& k/ s - texanimtime 0
0 J$ l/ D. ~; | - </effectdata> [4 ^, j3 k; I ^6 D! W( W& \
- & V$ L* o/ x$ b. a X5 o5 E+ @
- <cate> 7
! u1 _4 `: x- E - <effectdata> 0
/ J! _# R$ S/ S+ [+ t) V3 o - name pt_yellow_short_light_02
6 E- n/ [9 K$ \8 V* A1 W4 k) I; K. [ - unittype particle6 o9 y! j/ R+ l/ x8 \
- billboardtype camera* r; Y$ v t6 q, S
- tailstep 0 0 0 0 true/ C" ? z# B& S, }# y8 E. a# a
- size 2.0000002 {/ Y1 q' `- p) C- d; ~+ j1 E# a- H
- texturefile Effect\monster\light01_orange#.dds
) [# C T( q/ }# e' R - texturepack
" b0 l O# p8 \( } - blendtype add' c6 N* `, W. \' b, _
- textureloop increase3 F; Q7 L% v- N; ^, i$ s9 d, n: _- z! {
- texanimtime 0
4 S6 I6 m- J C7 n - leaftype sprite
) q' j8 Q* @4 w7 Z3 O9 y - activestate exploderange# q7 H9 l+ `. k! X9 }7 w
- lifetime 200 2008 ?) [1 H! K, M" X3 W
- emitrate 30
O) k% F4 U/ d6 Y& t( c7 x - maxelementcount 10
, M. M, ^& Y2 o% S+ e7 t - addrotate 60
6 C8 n8 b" @' M1 v5 N6 ^ - velocity 0 0$ S7 m4 {: H3 k4 x8 w0 Q
- acceleration 0.000000
* Q: R% f9 G; Z, s; |4 ?5 P) B - spawndirection 0 0 0
; P* n. t* Y( J) g, A5 K( N) C' q - gravity 0 0 0
; n9 U) y+ m2 K* ?3 m! Q- P - colorrange 0.000000
7 X, L% ?! @9 s - startrange 0 0.5# E/ l8 y* l* Y1 ]- f M9 h
- endposition 0 0 0/ U A" F2 D, J+ ?5 |, _) v' q
- particlesize 0.5 1
7 y, I& V0 W, u - followdirection false. R1 F7 f! ? L- R! y0 u
- spawndirabs true# g4 d) r" @6 w/ R
- trianglerender false* V& z2 W& v; v4 q4 {
- </effectdata>
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- <cate> 3
3 |4 |' |3 ]0 B( D9 a" h" `. ` - <effectdata> 0
0 q. T$ r# ^1 p - name mh_EFFECT_EMBLEM_DRAGON) J- l/ u& D% f3 K; A( [
- unittype mesh
g* p5 f% f8 K. a4 I7 M9 r ` - billboardtype camera
+ q% w" {! u. y' Q - tailstep 0 0 0 0 false" v1 O! E; W+ z; l8 R
- size 1.000000% G9 ]; h- B. ?2 f/ L! U
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
6 X% ~: B! a2 n4 z) g, G) o# ? - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
, J4 L9 @5 {* }$ p4 V/ m0 w6 E8 d - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim A* m9 U9 V! |; _: i! Y
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel4 d" d) P- U; ~( E% C. C& {
- animlength 0+ B# v. L t* h( B9 w( {
- twoside true a/ q$ x0 D& H+ y, s0 h
- mesh_status 0 0.000000 0.000000 ""
2 C L3 z7 ?3 q2 y& y* x - </effectdata>
复制代码 3 r# F6 H7 a1 u+ _
3 s( w3 T8 N1 k5 a2 `) I& Neffectscene.027 Y" z( e# Q+ D
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- <cate> 5 game+ a0 b( p- S* }8 A- g: T
- # ######## EFFECT_EMBLEM_DRAGON ######### #/ L1 ~0 F6 l% L7 S; a( C
- <effect>
* a. r6 D0 j, f3 }% p - id 1181
! P& }5 p* k+ Y& A- ~$ x0 b - name EFFECT_EMBLEM_DRAGON
2 E; U5 G/ J1 |4 z" l1 N - culldist 2475082071472936200000000000000000.005 r9 H, l" l: n# \) _/ n8 N6 p
- <list>
/ _1 G2 [* s' N% N - res 1 sp_yellow_hand
4 I- C. F; H& b1 [' ] - res 2 sp_yellow_hand
9 b( K# K6 y n& K; F - res 3 pt_yellow_short_light_025 f4 ~% L' H# Q% ] j! G
- res 4 pt_yellow_short_light_02
: N5 Y' R0 Q: E - res 5 mh_EFFECT_EMBLEM_DRAGON
: H) N' L; y" j$ w' l6 [ - </list>
6 B; ~- k6 F' m: B* t/ Q* d: P - <scene>
% y& O1 e$ j) v# X' ]5 r - sceneid 1
. }9 H" l0 b. ~- a8 _, `8 T - name 1
4 y6 g# |* k1 ~* ~( i - <control>
B' y' Q d) f# @, z C1 Z - unitid 1
+ v9 z( b$ e4 W g, l: K. T4 k - active true
6 V$ l- s$ E |7 C" ^: K - startposition 0 0 0
1 E/ Z, P( w# C' L4 z - lifetime 0 1000
% g+ I% J2 a' k - animtime 0
$ a# t( q- |& m% [, l$ b0 @ - bonename "Bip01 Spine"
2 @+ D @' K- i' ? - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
. V O, D9 O; N W5 F( f+ @ - alpha (0,0.5) (999,0.5)
2 f+ ^/ l/ j; Z, O4 M F+ X, D1 Y) K - randomstart false0 Q9 t" n( j* [8 P
- active true
6 }7 N' G& T3 X/ ]$ F- Q - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
: G! p4 S( t2 l, A5 {- D q - </control>
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- <control>1 r9 V9 c* K" ~7 k( t- B7 |
- unitid 2
1 Z5 E3 q# J. n J+ ^; Z1 n - active true
4 `6 y5 z* P* Q. j* [ - startposition 0 0 09 Q& I" Y* M; A# }' m: }
- lifetime 0 1000 T/ p- c* W5 T
- animtime 0
* d9 s; j/ }8 q. L' |7 d: N - bonename "Bip01 Spine" ' A8 j* ], G6 p& ~( Y
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
1 M/ ]5 g1 A9 Q# n& v; s - alpha (0,0.5) (999,0.5)
4 V- v6 K" f! W - randomstart false9 J* [0 }8 R% P- Q
- active true1 [* U/ L) d! j# P
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
6 B% C! H. A! ?' F- U) ?8 N - </control>
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- N) N4 R) o, N8 s& R+ q- <control>8 r7 X) U6 Q8 @! o7 u! C9 W; {/ Y
- unitid 33 P) }5 ~5 c0 o5 E7 b3 n' r/ A
- active true
$ M+ g7 B( H3 z9 p" e8 Z: I - startposition 0 0 0
9 m$ N- Z, O- \. D* F8 z - lifetime 0 1000
8 J( H6 T. m+ P5 R1 \3 M& v e* n - animtime 0$ X# r$ Q' c0 Y9 m$ B
- bonename "Bip01 Spine" , q9 n* G% J: u- c" ^, O
- scale (0,0.5,0.5,0.5) (999,0,0,0)
# Q% ?: j4 ~! H+ f - alpha (0,0.5) (999,0.5) 2 ?" Z: g* q0 E6 [- s- l" g! o# A6 {
- randomstart false
- r' ?8 ^" {& h - active true
: w4 H! D8 t! q& M/ u- t# } - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0& ]- }- u/ ~( K5 w* P4 h
- </control>
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- <control>; V4 r; C: _4 m/ A/ u; F
- unitid 4& E) m C3 f- _/ B1 A$ s3 B
- active true: X' A, Q/ s n: t( X ~* B2 w
- startposition 0 0 0
( X5 x# [" T/ f* \3 Y' y7 s - lifetime 0 1000
9 ^% S) g0 h5 Y D - animtime 0/ h. _: m, K2 n- }
- bonename "Bip01 Spine" : v( |8 V7 N9 Y9 j' s
- scale (0,0.5,0.5,0.5) (999,0,0,0) . r3 `! s' P" I a7 O) Y+ }
- alpha (0,0.5) (999,0.5)
4 d2 l8 Q! O% B1 v Y+ \ - randomstart false
' c! a$ z5 K2 d# @, k% K% y - active true' r9 s4 s" Q; L. q4 m7 F3 p4 P/ I
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
: \$ m4 P7 S# N3 U - </control>* Q- C3 N0 } m4 a# C. Y
) O; c% e/ T& L4 }- <control># z% _! L. w4 f$ s5 }
- unitid 5
1 _ I7 H7 v" E7 _( _2 d, B/ e$ Q. v - active true1 T" r/ ]8 K3 l
- startposition 0 0 0' D ]8 n1 ]- W1 A
- lifetime 0 1000: F6 T0 I: C: L5 j, t$ {
- animtime 1
; U( c3 r* W& s9 t) V- W* _ - bonename "Bip01 Spine"
5 r( I/ ?& T* z; d - randomstart false; G9 x1 e* l7 a2 p; `
- active true3 |: V& }: @, M& w/ R* c
- </control>
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- </scene>. e/ I- Z+ l6 H' L6 g/ k
6 m2 V/ n/ y0 k, ~- </effect>
复制代码 # p/ ^. x2 v1 x* V4 _5 b, F$ V, Q
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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