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图片可以任意修改替换为别的图片 . [; k1 R. M' u1 M" \, n* S$ Q; T
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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.02
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- <cate> 1! Z* y( g8 W5 |1 l, p, r0 P
- <effectdata> 0
( ]+ N. }! T8 D0 c# L) I3 @1 V6 | - name sp_yellow_hand+ j" z& O: Z' e5 s7 [
- unittype sprite* N% X5 I2 r( V0 F
- billboardtype camera. E7 @- X3 } P/ _( l
- tailstep 20 0 0.1 600 false* x! u" o3 H. a" k
- size 1.000000
+ z: h2 q% R- j2 l; O - backprint false
/ U. O& r1 O$ O" T" R/ x - disort false9 G, x- X" R2 ?+ B
- texturefile Effect\monster\longch.dds
" ^& m) U2 @) \3 a$ W - texturepack
c9 Z( k: [$ U$ Q - blendtype add
9 o9 n2 d$ S+ U1 S: \% N - textureloop increase
; Y& f! B n4 |6 o3 k+ W9 O - texanimtime 09 X. Y4 s k, Z6 G$ y. F% w
- </effectdata>
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- <cate> 7
* [$ |4 _5 D% o; S% B& q - <effectdata> 05 H6 X# v: u: m2 V& v. ?6 P" L9 C+ ]
- name pt_yellow_short_light_02
# G' B/ N- u7 v2 i8 _2 j: t - unittype particle D# F) {3 S2 U$ I1 a6 P2 Z
- billboardtype camera
0 j; k% r+ k6 ]9 C7 N& y - tailstep 0 0 0 0 true) _5 O+ c+ |! w% Q
- size 2.000000
2 K+ a' h$ ?3 U6 E8 y. v4 Y& ^0 | - texturefile Effect\monster\light01_orange#.dds: q0 C b# d) Z3 O& j. I" _" Q
- texturepack 6 t, x: k$ J/ Y [& J
- blendtype add; t$ K' o! q8 V- D- p$ ^8 E' a
- textureloop increase v! T6 S. Q0 V1 _1 |. I. o
- texanimtime 0& w E# Z$ d* [) H6 H
- leaftype sprite( i; H3 I! A; I5 Q
- activestate exploderange9 V% j( D3 W4 R+ z6 s
- lifetime 200 200
% J" l1 N+ T- z, R* C - emitrate 307 b4 i6 w, d# O) s. V0 J1 f
- maxelementcount 10+ h6 f/ F7 }; V* T7 @) Y
- addrotate 600 a* ]6 u1 \* a3 P5 X0 r0 G6 |5 @
- velocity 0 02 ^/ _% V/ g6 y/ w+ }# V
- acceleration 0.000000) g7 V) u9 v1 C: u
- spawndirection 0 0 0
+ u. S0 F, Z; S1 @7 ^4 P8 [0 R - gravity 0 0 0
W0 l& x0 o/ j( N; J5 Z - colorrange 0.000000
) E6 l% {# D0 m1 ~ - startrange 0 0.5! ~3 U; @3 q% t' l
- endposition 0 0 0
, T2 x+ t" [( X; R. V* V9 Z7 |9 K - particlesize 0.5 1
: I4 S7 ?* [& ^4 M" \8 W% r - followdirection false
" o# _' G! z, }, |! [* [" ] - spawndirabs true1 K7 V. I$ r1 N: F
- trianglerender false
: |! f; V4 J0 E( R: P% \ - </effectdata>* b( a& S' r5 ?) e
- }. C( O; k% n0 K
- <cate> 3
2 S6 N* Y6 P* M - <effectdata> 0" m0 B6 m0 }( Z( l( D
- name mh_EFFECT_EMBLEM_DRAGON! V$ ~6 h0 M! R7 u V
- unittype mesh/ B. z( j$ A: Y, H, J, M
- billboardtype camera/ h: d" S7 d2 }, U* T' d
- tailstep 0 0 0 0 false6 l5 \- w# J) S
- size 1.0000008 d, s3 d2 H7 n- S
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
7 M/ l1 O! E4 [# G; I - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
6 N9 ?! |8 h! [3 T - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim/ h4 H3 o" {5 t/ v" T& s+ A/ x
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
0 [8 N/ ^2 ]( P - animlength 0! l3 o7 E! m/ W0 h2 s
- twoside true- d; F4 ~7 b0 u" \
- mesh_status 0 0.000000 0.000000 ""# @# O& U' L% |2 `
- </effectdata>
复制代码 , w1 t, Z' N* `, c; l% I/ y
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effectscene.02
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- <cate> 5 game
, y, e! y- V! ^ - # ######## EFFECT_EMBLEM_DRAGON ######### #( {* C* ?. Q! Y2 ^% u
- <effect>7 h- f8 z1 ?+ w; T$ N* S9 Z
- id 1181
* w4 r$ n1 ]$ \8 M- V - name EFFECT_EMBLEM_DRAGON6 J4 X' T" D! l& U4 f- Q! P
- culldist 2475082071472936200000000000000000.00
, Y& o) _- `, b- J) g' U% k - <list>
' f6 @. M* t) k/ p0 V0 ~5 @ - res 1 sp_yellow_hand% Z" x) n2 E9 L3 @
- res 2 sp_yellow_hand) u1 _& R, c3 B$ j3 r. T/ g# f
- res 3 pt_yellow_short_light_02
$ W3 [ J1 ?8 D! b' r - res 4 pt_yellow_short_light_02
^0 J- o! c' S% i5 @ - res 5 mh_EFFECT_EMBLEM_DRAGON
/ P7 x4 g; Y* n1 B - </list>8 ?( f- ~4 ^' |9 X! x5 `5 Q
- <scene>
- _/ L" j% O* x( E1 W; {. k - sceneid 1) |' F+ n% V& F0 P
- name 1
5 H9 h2 k" M& t - <control>7 ^+ _2 U1 J: E5 A# _* ?
- unitid 1
( D: h' n1 p3 U& @ - active true
; F+ U* [: L, v. Y! _ - startposition 0 0 0* n# M! ~/ z5 [, C! c( k6 |' f; ^
- lifetime 0 10008 c* n& g4 x3 }1 R& y7 N
- animtime 0
1 }5 t9 N8 n( S" c, E' Q - bonename "Bip01 Spine"
: I# l1 C4 Q4 v$ F - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) $ d5 p" y$ v* e1 [* W: e% H# ~
- alpha (0,0.5) (999,0.5) 7 j; F: x" |1 ~- ^4 w
- randomstart false
z. {4 _$ I, H0 Y2 A2 F - active true- L, g! C, R/ a/ J0 ?
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
: V# [' e+ g0 V1 W8 { - </control>
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' b* q( K& q9 |" Q+ W- <control>" b3 z8 [) V8 T" o9 V1 c Y9 i
- unitid 2
7 G% g2 z5 w$ f, e' u2 h& p - active true+ ~3 I5 S: U, H* i
- startposition 0 0 0
; T0 O, J7 X! F8 Y' C* P - lifetime 0 1000
- z& J! X7 I U8 @ - animtime 00 l5 a4 c5 q9 r+ Y
- bonename "Bip01 Spine"
5 ], D" `$ l: o' u% C4 f - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ! ]7 Y9 [9 O; d- w/ o9 Q9 \- u
- alpha (0,0.5) (999,0.5)
2 n: d: b; ]3 ` - randomstart false4 c+ ~: F* R5 Z. r9 x4 Q
- active true0 z5 ^) D$ b m f( k5 ?
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
" Y8 j( c# Z/ u* @ - </control>
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- <control>4 ]- c0 u! r' F4 I
- unitid 3+ z6 K: p+ Y4 b8 ]; u
- active true
7 H! Q( a' X4 Y1 c P$ }" {0 c3 \" ] - startposition 0 0 0
% A }! h- k* { - lifetime 0 1000
s7 K9 @9 X8 t! J+ G' {, { - animtime 0# x8 I' Z8 h- ` P" c- n
- bonename "Bip01 Spine" : Q0 i3 e# U* S5 L: M
- scale (0,0.5,0.5,0.5) (999,0,0,0)
8 m$ S" h8 z' o - alpha (0,0.5) (999,0.5)
3 f0 ?9 m+ d+ r - randomstart false, k4 b5 j3 V; g+ s6 n# l1 ?! w5 }
- active true/ t8 X7 H9 J; l* Q, {+ X' v; ~
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
, b) i6 ?/ |2 K l) Y) [ - </control> B; v5 {8 T/ p
$ ]* X9 Y. j7 W L0 P( _- <control>9 j9 k' o# x& h9 N# {( ]1 p: U
- unitid 42 K+ [8 e2 L# M' g( L( D% c
- active true
* {7 p( \6 M4 s# q0 P - startposition 0 0 0! H' @- o$ @2 v; z k4 g1 {
- lifetime 0 1000$ ~0 H* u8 X- B: k% }' M
- animtime 0
0 B3 \+ P# b! K5 u. R* o" X - bonename "Bip01 Spine"
" g. q$ p4 J' T- g: g9 {, B1 p - scale (0,0.5,0.5,0.5) (999,0,0,0)
$ s! V/ ?2 M1 a - alpha (0,0.5) (999,0.5) 6 f/ I- @- A7 D$ [0 F4 `7 Y8 `( Y% J
- randomstart false, B- f' [& e: C( S5 V$ N
- active true& [& F" w: W( D( Y. [
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
. R9 y1 M/ T2 ]3 j9 N; X - </control>' G- f- N+ L9 Q# I7 h x
3 ?4 p( W( o9 V$ P- <control>0 r$ n* L m. m& z+ I* L6 X8 q! ? @ d8 Y
- unitid 57 |2 h1 W; q/ Z9 w* y
- active true
3 A: J' J4 v% o& x - startposition 0 0 00 ]' e7 W# \2 P
- lifetime 0 1000
. E$ ~+ Y7 _$ k; ? - animtime 1
( t8 h, ]5 @8 ~+ N7 F. G% {* o- D - bonename "Bip01 Spine"
. l7 V7 v! G" ?" j$ E! g# C% C - randomstart false
$ b5 S& }, S; x7 t0 M - active true
( {# |( M/ k+ T( L( K. c - </control>
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- P3 s- V0 k: z6 x- </scene>
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- F6 a0 a3 f, q3 I, ~$ [; g- </effect>
复制代码 1 \7 I$ y' i9 q$ y0 p
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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