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图片可以任意修改替换为别的图片
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$ }+ V" n8 o7 w( Y4 r注意下面代码不要直接替换 这个是需要手动增加进去的& \/ C& d+ K- i2 O
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; j7 g# I# F3 {7 B# _& neffectdata.02! M6 m) @) M S3 b
# e5 O$ n8 l4 ~, V/ Q" o, y" B- T) r- <cate> 1
) a# f& N2 O: s. U/ R9 C& }- t - <effectdata> 0
7 e' G3 t/ c7 \, O$ u6 O - name sp_yellow_hand
# c7 j* e: R9 P! L4 Z2 z9 R - unittype sprite
$ W# m) ` h, }& `4 j* | m7 G - billboardtype camera5 u1 ], }. d/ n! C J
- tailstep 20 0 0.1 600 false- M- t/ Z8 [: A# k; L
- size 1.000000+ U0 P" x- k. o1 M' m$ g
- backprint false6 W: U& W/ I5 W, N
- disort false; l( m4 @4 \1 z' P& R3 j( k
- texturefile Effect\monster\longch.dds, `: B& e* |8 p
- texturepack
# q, @: {* B+ w+ o - blendtype add
5 t9 k1 y( @% I* j) a) k2 B _ - textureloop increase/ ~% P/ s1 c0 ]$ a1 t) d$ Q
- texanimtime 0, [" c( j% J8 Y' p: |2 _
- </effectdata>
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" X* Q" f& g6 b- <cate> 7
, c* ^) b$ e9 K0 t - <effectdata> 0: O8 |3 y5 g5 x, Q) x
- name pt_yellow_short_light_02
2 U1 g; v0 K1 O* z) U1 {! i - unittype particle' M# H; w1 u/ l! X3 X" d
- billboardtype camera& [ A0 }- e2 G- c3 {# j
- tailstep 0 0 0 0 true+ X6 x. [% ~7 l5 \/ h! j$ f
- size 2.000000( j. d% r( `# M j! x
- texturefile Effect\monster\light01_orange#.dds
9 t) X- a8 I( F0 L; A - texturepack
& X6 i2 W& [* D9 A! i3 l/ S+ x" O4 U6 ]6 ~ - blendtype add4 |' J8 ?. _7 w* `1 h
- textureloop increase
: J% N3 {7 Z/ f) E/ r4 d - texanimtime 0$ b" b2 |! i# x% [' r* t1 a8 b
- leaftype sprite
$ g& F: ]6 R7 ~6 ^. ~. i# O# U - activestate exploderange2 `. ^1 U& c6 s: t0 Z% X: C
- lifetime 200 2007 D# F l! Y& M6 T+ ~0 B! ~, `
- emitrate 30
7 `3 K$ S6 Q* A, `6 X. Q0 W8 R - maxelementcount 10! a( K( Y) T9 R9 o/ s `8 D
- addrotate 60
, H! O0 y' w# t u3 L: O - velocity 0 0
% U5 p2 E4 W$ o6 I - acceleration 0.000000+ I7 G* U. q6 r2 r1 O; R2 i- D+ x3 S
- spawndirection 0 0 0
2 g6 P& \$ ` d E - gravity 0 0 0$ I) G& k: X$ y# {/ \
- colorrange 0.000000
( n7 ]6 n8 B( R5 K - startrange 0 0.5+ M' j( |$ Q# a& ?8 n0 K. d
- endposition 0 0 0$ }5 ~$ _- h6 V! y
- particlesize 0.5 18 G* W9 |1 E3 G8 P
- followdirection false
( q! }, r( O8 w5 B1 V7 k/ y. _8 b - spawndirabs true
5 y) `5 Q6 n! ^% s - trianglerender false: x0 |& D% r7 @
- </effectdata>
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7 `, _* E* ^1 H6 b- <cate> 35 x R! d# w" y4 h% j" ?
- <effectdata> 0& ^4 p. w# S! ~% D: U
- name mh_EFFECT_EMBLEM_DRAGON
9 ?) Q0 J5 A/ l" ?2 c - unittype mesh$ }( o$ h% A* ?# [0 h( _
- billboardtype camera; r) I0 u9 b/ i/ f$ E1 ~* Z
- tailstep 0 0 0 0 false
1 z3 W9 u! G1 f$ { - size 1.000000
1 d( S" u( N& Y( y* C - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
# K3 R, _8 w1 B6 G( g& n- D - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
1 K, {0 |% r$ ?/ ?: m' a - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
- s# h( l7 i/ C) a6 s* r - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
' O* H7 g" S$ i- j8 y - animlength 0
1 Z" p$ Y/ F8 R4 W+ Z8 g g - twoside true
& `1 N4 I9 y! g% V! u2 Q: l$ z4 [ - mesh_status 0 0.000000 0.000000 "". o" y( N) M- V5 l. g
- </effectdata>
复制代码 6 }( x: G- ~7 k
5 q. ]5 n" o( B! j* r. |effectscene.02/ h; K' B( I V, L b
, v: `& b" G: }+ |- <cate> 5 game
0 F, }* Z7 w7 _& M6 x - # ######## EFFECT_EMBLEM_DRAGON ######### #
4 Q% }6 \6 r5 A& c0 S) U0 M) m: s+ ] - <effect>
! d t$ T! R7 d/ Y' [ - id 11813 ?" X! A. I& v7 w+ u
- name EFFECT_EMBLEM_DRAGON: E5 W) a3 L; W6 z c
- culldist 2475082071472936200000000000000000.000 q) e4 z5 ^& g0 w
- <list>; ?1 _% q1 Q, L- I4 Z7 h
- res 1 sp_yellow_hand* ]* e3 D, p2 m! J* K
- res 2 sp_yellow_hand
_: c3 t2 C( w; C - res 3 pt_yellow_short_light_02$ S, |6 @2 X7 i5 K5 M
- res 4 pt_yellow_short_light_02" s2 e8 A9 R: G6 p/ [- b, |) ?
- res 5 mh_EFFECT_EMBLEM_DRAGON3 d8 C$ |/ ^* ?. F3 G+ n
- </list># [3 I6 T2 A: l
- <scene>+ b1 n1 I$ v6 D8 [, o& y1 W, Y
- sceneid 1 E* O) v9 c$ c$ {$ ]- @! G
- name 1
/ v, P6 C6 e! T6 G) A, g) } - <control>
" Y4 B( k) D: G c6 f+ e - unitid 1
+ F) W, _1 a) J' p# v - active true* d# Z, J# }( R: m
- startposition 0 0 0. K9 |7 g( t, R
- lifetime 0 1000
! y* v1 Q5 W. A - animtime 0) p" e2 N0 j5 ~6 X# F: z
- bonename "Bip01 Spine" 2 p2 M3 _5 H/ O* k) m
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ) @5 {/ h2 i& }0 l/ M6 a6 \8 \, j
- alpha (0,0.5) (999,0.5) 3 Z8 Y* U' j! n; U, c8 Y
- randomstart false
1 Q* S! }3 R" J - active true
+ m9 P4 Q4 c# H/ T - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0( w( \6 Y0 B( _9 j) {
- </control>
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: W! }* o. [8 }- <control>$ { o9 G& o9 v _) d
- unitid 2
) e: O3 W( k/ G, [& d" I3 [; l - active true3 r4 } U( W. u: ~* O- m+ A6 K Q* z
- startposition 0 0 0
, w" [! E, Z$ C! |6 Z) C5 E; x' e - lifetime 0 1000
! e9 u2 d) F- m- W: _. |2 f - animtime 07 a" [, E& e. Z- Y2 ~, x
- bonename "Bip01 Spine"
& L6 a' H9 \3 a1 E2 N - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 8 T5 ~* U# {% v+ N5 p/ M" F
- alpha (0,0.5) (999,0.5) % b( O. z. a" S# f+ |; }
- randomstart false
- a9 r4 ]) z( o; o! I- H - active true9 y1 H& \1 G: n, C$ A& j5 G) n
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
1 P( @( n3 m2 U S/ z; i$ ~1 e - </control>% B q6 ? p- h. o7 B
- - ]+ Z; ?5 W* j! Q- A2 L
- <control>" G; {- J! a: O1 ^
- unitid 3
' a, T6 o; n' L$ x I3 C - active true
6 [+ }' |- e8 {7 Z0 m - startposition 0 0 0
! i$ o% j; @/ f8 T7 b( {: _ - lifetime 0 1000
5 _5 z5 |$ v% w e& @ - animtime 0
2 U+ i6 L& u5 m - bonename "Bip01 Spine"
/ L- P0 P. x1 n7 Y0 v1 M* K0 z4 @ - scale (0,0.5,0.5,0.5) (999,0,0,0) 9 e# k7 A$ A# d
- alpha (0,0.5) (999,0.5) " x3 j& b9 Y4 v* `5 `) l
- randomstart false
8 |# r+ x5 M# U- ?: V2 [# q q" i - active true' F' d F) G( S9 _1 l9 h- }
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
% [$ w3 @5 E0 u; K0 S - </control>* U& Y/ }, n: E' I; m/ \- J5 A
- ( _$ `) b/ j" S. a9 z7 [6 Z
- <control>% T5 L; j# M" }# S# y
- unitid 4 o2 ?% ]6 o: a" z0 H% F
- active true5 P1 e: v+ ?* H! r* w, T7 I
- startposition 0 0 0
6 o5 z; W, Z0 g2 r6 z - lifetime 0 1000% h$ B& m! S, z' J% B
- animtime 0
& m0 p" V% q, j; _% p F/ _; Q - bonename "Bip01 Spine"
" C$ A. D o* s3 A - scale (0,0.5,0.5,0.5) (999,0,0,0)
2 Q+ [! V7 \3 X - alpha (0,0.5) (999,0.5) " G) R; \: h2 |. Y2 C
- randomstart false- y8 h c' f3 y# k7 v0 e
- active true- C1 X/ o0 ^8 M1 O- p
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 01 I: G* p: }$ e% y: w
- </control>
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- <control>7 ~2 {5 T- k# W" {8 T% ]
- unitid 58 Y' t8 f6 E0 w ?( M: a
- active true: ^' S! x1 Y/ ^% c. F! B2 l
- startposition 0 0 0
# M L( G7 D- q4 s: m# \ - lifetime 0 1000+ ~0 e" I9 b I Z% s+ t a
- animtime 1
- _2 r0 [4 z* ~0 |, s - bonename "Bip01 Spine" 1 c9 q& e, A9 \% `: U
- randomstart false/ p+ H8 g7 ]* a" d4 C N, u5 @
- active true
' Z! b7 |; x7 ~' I/ b' |5 g - </control>; m9 M! \4 @* U x; D- m. ]6 ^; C
% }( c, Z0 E! b& D+ S- </scene>1 L! m' K; g8 Y7 Q
- 8 d. S. d5 A- _1 ]3 _# b3 D
- </effect>
复制代码
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特效.zip
(408.85 KB, 下载次数: 0, 售价: 10 贡献)
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