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图片可以任意修改替换为别的图片
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$ o/ b8 ?5 V" s5 `: V注意下面代码不要直接替换 这个是需要手动增加进去的! b* G. j, y: E# z" N7 ^
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effectdata.02
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8 x% L# V5 U3 ?" _& n2 {* e- <cate> 1
. h) s# A& S0 b/ B' I% T v - <effectdata> 0: \ f1 S: @9 V% S
- name sp_yellow_hand4 r: \: x3 K0 H/ U" C- E8 V& h
- unittype sprite a+ H9 o C! ?
- billboardtype camera
1 D/ [6 X- `* b) \2 j - tailstep 20 0 0.1 600 false
' m; O. t% E; Y. ? - size 1.000000
7 N! z2 b3 D2 K% O& B) M5 ] - backprint false# u! |" I& i) r9 N6 g5 T+ |2 O; b7 D
- disort false, ]6 k" o7 {* o* \
- texturefile Effect\monster\longch.dds" }* I1 k4 f! V9 k, c" ~/ S
- texturepack $ z! \% E( v( _6 p. p* T1 c
- blendtype add
. ~0 g$ X+ r" Y6 \ - textureloop increase
( u! U7 y9 p( K1 Y# w3 p; G$ t i7 a - texanimtime 0! [6 a# {* a) Q" h7 N
- </effectdata>( Q( X" { h4 I8 E7 ]
- 4 F" ?* ^; n- N; @
- <cate> 7 B5 x8 o! y/ U+ G0 b+ {" {
- <effectdata> 0
6 E# p7 E6 G" l - name pt_yellow_short_light_02
0 P7 G+ |+ `1 F, P% h! d - unittype particle6 d" g! r0 d' Z6 Z3 i* ^& v
- billboardtype camera
$ f6 W9 M: e; F6 d, d4 l8 g - tailstep 0 0 0 0 true
) S1 |& E! R) q: Y! T& x - size 2.0000005 G. Y3 w3 w& M: R1 V. ^
- texturefile Effect\monster\light01_orange#.dds3 W' B( y% }) i$ N9 n3 T
- texturepack 0 v5 F& g3 V* e9 D7 N; ]
- blendtype add" j. H6 `2 E- L; m, T N
- textureloop increase
& N* t3 F \$ Q7 V - texanimtime 0
" \' R) W% K- S - leaftype sprite8 }( v( [' c" u3 @* N! S
- activestate exploderange
; p' s2 [) B- Q* Q. \$ c4 z! i; D - lifetime 200 2007 q" X7 s* k% g2 V
- emitrate 30
$ [1 S5 F8 T/ q; W - maxelementcount 10- Z3 f0 `8 S4 R3 e! O5 L8 D( j
- addrotate 60
# p, u5 R; ~! ?, _" k- K" ^2 F; K - velocity 0 00 S8 U( u8 K( j# D5 ?# v3 I
- acceleration 0.000000
! H2 H: X5 R- C9 f' {( n - spawndirection 0 0 0
}4 u; U+ t& Q% f8 ^, b - gravity 0 0 0
: a- p4 D: u7 j4 U# j8 p - colorrange 0.000000
1 H- r: q8 Z$ N, R4 Q1 ^ - startrange 0 0.5# U" t7 C& c) O- W0 ~' l$ g( B
- endposition 0 0 05 N" p/ d! E# q0 Q! I5 K
- particlesize 0.5 12 R1 k8 A; }# k
- followdirection false9 K! W/ F( J6 E1 _8 V' z/ B; o
- spawndirabs true+ S: b4 t7 u$ ^7 g
- trianglerender false2 g. v) c1 l5 u
- </effectdata>2 V8 b" L6 z, y7 h
7 F" N" K8 u. _$ M* ~- <cate> 3; v4 p4 S9 F ~; J$ ~0 ?) ~
- <effectdata> 0& }; C; `- z/ r, R S6 ]
- name mh_EFFECT_EMBLEM_DRAGON
6 Q7 d4 v/ l* j; b/ e- n* s - unittype mesh
# G- g: T0 H# ]' b - billboardtype camera F, L: v1 P9 o* w
- tailstep 0 0 0 0 false5 Q! U5 {/ R* H2 t1 B* O3 z( f
- size 1.000000
: m* Y4 F$ K! L5 x6 Z7 z - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack4 i5 i% D/ e+ f! r. Q' y
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
( e; H+ w3 C$ F; ?. ?! u7 `) ~6 \ - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim) S9 k$ _- ?$ @2 L$ W/ _3 t
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
% S# J" [+ `3 u3 t2 k) K - animlength 01 _" Z6 b% o# @5 ~5 ~ V
- twoside true' U! p7 A) I7 T! d
- mesh_status 0 0.000000 0.000000 ""8 K1 ?! s1 s' ?
- </effectdata>
复制代码 " P: V3 ^& h N( l$ p8 E
7 c/ j8 O3 V% Y9 g( reffectscene.02% U1 j f4 s/ b$ L: B; s- t, p
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- <cate> 5 game; t! |: l3 x0 J+ f, b
- # ######## EFFECT_EMBLEM_DRAGON ######### #6 V7 K0 ~$ \, c: i6 r
- <effect>
' M: M& e3 a8 v! e# ` `7 G9 W) Z$ O0 z) y - id 11815 P/ e# o9 k9 k a
- name EFFECT_EMBLEM_DRAGON& ~; u1 k+ Q( M9 N
- culldist 2475082071472936200000000000000000.00
+ w) F/ I8 Y8 v9 g+ t6 y( B* Y - <list>6 m2 O8 _ ^' O% Q% e
- res 1 sp_yellow_hand
: {% i5 F1 t- B4 q4 r8 o- ` - res 2 sp_yellow_hand
5 F( y3 b0 p4 B& w* ~# t - res 3 pt_yellow_short_light_02' [, ?" [+ q9 `& d4 O/ {
- res 4 pt_yellow_short_light_02: e; ^( V$ f/ s5 u, W) `8 O
- res 5 mh_EFFECT_EMBLEM_DRAGON
6 ~/ v9 P3 r Y& | - </list>' D o7 S5 ]& {7 v
- <scene>
1 F2 n" q' L. Y3 F% ^2 G* j - sceneid 1" q5 Y6 L% Y6 i* B! O& W6 F9 E
- name 11 [; N2 b* V7 Q3 G# Y/ w* L
- <control> L9 I' _ Q$ c% h1 \7 r# l
- unitid 1& |( K$ S8 L# |' J/ B" v, M
- active true
5 v6 u' E) k# o# g8 [' L1 l2 O4 T2 d - startposition 0 0 0
2 L! `7 l3 j( [1 M, p - lifetime 0 1000, k/ F5 a2 L: M! Q" S) Y
- animtime 0
* Q' f' D1 }' Z, I* w% Q - bonename "Bip01 Spine" 4 e% M: n" l& k
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 1 j m( w( @, \8 Z+ e
- alpha (0,0.5) (999,0.5)
/ b0 m$ Y: z8 ~& D" g; j1 q4 u - randomstart false0 W1 q4 |' e; G
- active true
; w8 ?9 V# h* y - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0) @0 z: |1 S: G+ _9 S
- </control>
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& [) x2 y9 X! a* ^. n8 C% i: B" B- <control>
1 ?( |/ K! a2 h B" Y, t; P' S - unitid 27 n2 B* G/ G8 w8 k9 o
- active true
8 V2 {6 O3 [( n& w& h% \% t - startposition 0 0 0/ g% I( y0 X1 @, c0 r; ~5 b
- lifetime 0 10000 p* Q, }2 G9 S$ p
- animtime 07 ?8 t% Q+ J1 ^9 ]
- bonename "Bip01 Spine" # i9 B0 o% w/ B
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
6 x1 c$ F7 c) a+ O! E - alpha (0,0.5) (999,0.5)
/ u5 h3 X- Q" P3 ^" |+ p3 ^ - randomstart false
& E' d: q: t7 E& ^& _0 f - active true
/ i/ R R$ w0 Y8 ^% @4 H* w3 \1 h - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 01 G0 U, ?% R. `. i
- </control>7 [7 S7 c3 O$ p* z. D) Y
- 4 w) j+ `2 N$ |/ Y( \ n- B
- <control>/ W9 H$ D+ U R8 W+ K0 D. f; M3 G
- unitid 34 V, Y1 r- g! x7 c: j0 p# W" \( m
- active true
+ x& |+ r2 Y2 Z ?8 f - startposition 0 0 0
0 c) n; r0 B0 g. t. ^6 L6 n - lifetime 0 1000
4 ]. T9 V' L* s! {5 [ |; t# r - animtime 0
( J2 M- `. @5 U# L - bonename "Bip01 Spine"
9 l+ H0 @5 a6 f9 K( g5 w; ^6 u - scale (0,0.5,0.5,0.5) (999,0,0,0)
: W% q& r* P, I! [ - alpha (0,0.5) (999,0.5) ! {+ c5 L( _# p+ ]+ ]( Q
- randomstart false
% Z/ z& c0 C8 n5 X% X" s/ t - active true. y1 ]' X5 J% W8 S; s+ Q3 G
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
1 b% b5 F9 X h9 q' C% W, q - </control>" S$ B3 U- t% S: J+ h+ L; L
- : ?5 o9 v' x" i4 [
- <control>
" f7 v9 O6 _$ c: ]7 O: i! S - unitid 46 u |; u3 ^. o' B3 P
- active true) U4 ]: t; O: t5 D% R
- startposition 0 0 0
7 R5 Q; `8 [" k/ e( X& Q4 O" o# ^ - lifetime 0 10004 s# C1 V4 a/ s: z0 D# h- P
- animtime 0
2 d0 r6 D s2 _! q3 U. i1 E - bonename "Bip01 Spine" : [1 l' Z- |4 B4 |) D6 @$ b
- scale (0,0.5,0.5,0.5) (999,0,0,0) 2 y& {& @- s* A8 Z) @; d8 J7 W
- alpha (0,0.5) (999,0.5)
6 v5 H" S) H% D! p! _ - randomstart false: j' g$ v! t1 m6 L6 l
- active true; r4 n9 B {8 _8 d9 P) @0 i) Z/ Z
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0. `) d) w1 j- V/ ~5 [0 G
- </control>/ F7 Y% N/ A* N9 z( Q4 v1 z
8 A* T4 K0 v: S' u- <control>
8 k/ ]3 O& [4 O" p U) ^ - unitid 5
0 C+ X0 j) J% U; Y0 f$ ]0 u - active true
/ H' q- ^- G2 ]( u5 B% @ - startposition 0 0 0
& \4 ^- h7 X4 k8 y* {* a5 G% Q - lifetime 0 10003 q- c l4 r4 q. R
- animtime 1! [4 I7 v1 U, S9 n
- bonename "Bip01 Spine"
Q" N" [! t3 M, I) S' Q5 W - randomstart false
5 ]/ _+ y9 M, m6 a/ p: g* q - active true! T! \! }, p* I; s7 n5 \& h
- </control>
# a+ e! N+ y3 Z# w% e& {
: Y! v! j; H& V- </scene>
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- </effect>
复制代码 2 C4 I2 ]( S1 {% j7 d
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特效.zip
(408.85 KB, 下载次数: 4, 售价: 10 贡献)
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