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8 p/ ^; K k! H' d6 Q+ s# D j图片可以任意修改替换为别的图片
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% k! p4 u- n9 W. m) w5 W注意下面代码不要直接替换 这个是需要手动增加进去的6 b/ R2 u |1 ^) F* }
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8 _, C+ ~/ f5 ~6 u5 ^7 \/ ~effectdata.020 E% _' I2 h( ?; ~; {
5 g7 B7 D% {/ o/ p
- <cate> 1
$ ~1 S+ f; A b9 I; u - <effectdata> 0
' b$ u% Y, p, [ B/ X - name sp_yellow_hand
6 A) B* d6 S) O: s - unittype sprite, C, ~& A `1 E% k
- billboardtype camera
- p; u6 F' o0 w: F; T5 z - tailstep 20 0 0.1 600 false- D& M5 B" [/ F ?3 A0 W
- size 1.000000
, O- T; x! Q- U - backprint false
4 I' d; {. B, u8 K2 ^; \& J, i7 H% h - disort false$ Z: C8 G4 v4 M9 i m
- texturefile Effect\monster\longch.dds0 \0 c2 `" ~: m% u" C7 N$ E
- texturepack , `$ S8 M( }; N
- blendtype add
" l: |0 N2 ~$ {; ]$ A/ M - textureloop increase/ l3 D- F2 S S- L8 _' n
- texanimtime 0! |0 A4 f# \! a x0 q. `
- </effectdata>) ?- x/ L8 y6 X1 a4 G7 |# f
- ( e" o' @- f2 F+ r$ a
- <cate> 7
8 }+ A! E W1 u - <effectdata> 01 ^; p$ G5 J0 n
- name pt_yellow_short_light_02& v+ k. B6 Z+ |0 x# m( Y! G! b
- unittype particle# S" @1 s3 a {0 f
- billboardtype camera
3 |) Q# B" b- n. H' b* m- i | - tailstep 0 0 0 0 true
- b/ v4 `' b& X% N6 d9 _ - size 2.000000$ _ F1 N; D$ X- O/ {' a
- texturefile Effect\monster\light01_orange#.dds
& L. d2 g, S6 x, E$ v! E3 m - texturepack
- z, K, v/ m/ U/ S/ q - blendtype add' c5 ^% l: }1 @& i1 O
- textureloop increase
8 C! ^ t I1 T/ p - texanimtime 0# {: a2 s. g' `5 P: ^4 z' w
- leaftype sprite
' p) |1 K( E, d; ` - activestate exploderange" v: X4 c- Z" G: l: P. g/ ^
- lifetime 200 2003 }% \" ^6 |; k+ y
- emitrate 30
9 O2 Y; v) j# F! o0 j. J% p% v4 m - maxelementcount 10: a8 B( n; g' L2 ^ j6 s. V8 N
- addrotate 60! V- t: E' B! S1 D8 C: u5 H! u6 C# ^
- velocity 0 0
, C' `0 D7 K' O$ `) C - acceleration 0.000000
) l7 P0 |* }& ` - spawndirection 0 0 0
) a8 ]" S2 T5 M5 W8 x- I - gravity 0 0 0
: [5 E$ P! f1 H8 g9 @& j+ P/ A - colorrange 0.000000
8 O5 J; o" a+ e# i - startrange 0 0.5
& D1 s' t4 I, r6 K - endposition 0 0 00 i- P& Z* X5 }# |7 T
- particlesize 0.5 1
0 o1 A7 A- f' y& }# n/ M6 Y - followdirection false
3 ~4 K9 S# T) L0 j/ T4 J - spawndirabs true0 i0 x' g% V6 c0 c6 w) q
- trianglerender false9 w$ D" W6 I# F/ q- j) e( v0 X1 Z+ @+ A
- </effectdata>
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0 }: i, e% h& [3 s- <cate> 38 V/ q& r/ ]- d( ]# R- c
- <effectdata> 0
* U* c" Y& p1 @6 @+ \2 u* O9 _) D - name mh_EFFECT_EMBLEM_DRAGON& M2 s1 n* S% g3 e) g/ \# L" j0 J8 N
- unittype mesh. U+ L) h/ s+ F J5 x: [& t
- billboardtype camera
l& h. i. Q2 p) R% F - tailstep 0 0 0 0 false) o) n8 T# w( |3 Q5 }) }
- size 1.0000009 [& Z6 L) T) \" @; V; _5 ]! Q
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
" }1 A( I6 W- T - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh. ?& t8 c) l/ [
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
. A, g4 c) e9 `* I5 P! Z( x0 S* E - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel( s0 [# v; A$ X2 j7 u# P* v
- animlength 0
5 E0 i: {. } { - twoside true
8 F% ]' ^6 v6 h# Y L3 N T; l - mesh_status 0 0.000000 0.000000 ""
' I1 Z% e% {7 y, O) V- x' m - </effectdata>
复制代码 % K" L: y" }! e4 T; p) w& j
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effectscene.029 T/ |3 i6 Z- }8 o& z+ N
5 ^% {* t5 u3 k m! ^8 c \, @: z- <cate> 5 game7 }/ w* M( r; N9 q( v0 R" U/ H
- # ######## EFFECT_EMBLEM_DRAGON ######### #
; b2 T4 H7 M% G- @& ~2 g - <effect>* K" |. {, E- M, _7 P+ R6 h& q
- id 1181' N4 n8 v/ {, L
- name EFFECT_EMBLEM_DRAGON
' U! l6 l( O* e0 |, R4 V - culldist 2475082071472936200000000000000000.001 X3 S$ k0 o* X y, u$ T! r8 z
- <list>
J; D1 g! U( {3 w; {, r# X - res 1 sp_yellow_hand6 H' D9 X1 m! V% ^
- res 2 sp_yellow_hand
: k+ q0 J' M& I+ ~6 V4 R2 n - res 3 pt_yellow_short_light_020 |, |% C' S4 X. ~4 X* N
- res 4 pt_yellow_short_light_02( h8 T- n! I6 ~* f
- res 5 mh_EFFECT_EMBLEM_DRAGON4 T3 F! o# m) h2 C1 p
- </list>
% K% U, A: ~$ ~: k6 P8 X" r - <scene>
2 |& L4 n/ O4 P; n - sceneid 1
+ R6 E; m ~9 ? - name 13 b' ]( B% F/ i1 L: s6 C( d
- <control>
$ G2 r5 \1 h/ v( V - unitid 1
1 v% e7 b! J7 D4 l8 u - active true# `; X- I7 x3 v0 Q( |+ I
- startposition 0 0 0
8 \: ~. k& u5 R. T3 A4 G0 n$ L% ? - lifetime 0 1000
& h; t4 J( O' W0 g. y3 [7 `) K, ] - animtime 0
. |) i8 q0 I, p1 y9 c/ G - bonename "Bip01 Spine"
4 ?4 C8 I4 J/ A/ Q! o# C0 {6 o - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
7 Z7 x/ D. Q* Q - alpha (0,0.5) (999,0.5)
& z8 t5 I3 D/ D2 L6 H. A4 v - randomstart false
0 V* B# C6 d D+ T: L - active true- H4 b0 \( I8 L5 ?; H; n5 Z
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
5 k+ c$ x, Z7 d. y; [: k$ { - </control>
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! X, e, ^0 M2 B" h. \- <control>
7 k" h/ S& s) S E* z0 R - unitid 2
+ S3 t1 Z- i& V. m' s/ f - active true. a4 _* K* \& o$ ]( N3 R
- startposition 0 0 0/ O2 L# J: ^6 W3 Q& L5 E, B f
- lifetime 0 1000; M2 K3 M# V3 K7 M8 J
- animtime 0
+ R9 A4 B0 P2 J* [! b - bonename "Bip01 Spine" : N" D! I; {3 }
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
% N7 q7 r) R% Y! V0 Q8 R9 @% f: w$ Z - alpha (0,0.5) (999,0.5)
, y5 V6 G M9 ]/ P( k - randomstart false
3 b5 r1 R9 b8 z) a1 V - active true8 x; Y9 C- H% n" T8 E
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
7 h" }" x# P+ ?, y+ _ - </control>
' l# Y7 l! M! R' e% S8 F - ( ~) S+ t- j1 v/ ?3 z8 `+ I v/ r& k
- <control>
5 T+ |0 Q2 {! x& {/ e% l5 ^; y6 Y - unitid 35 N# R& W$ m- u' ~
- active true
) F$ h# ~8 i+ } - startposition 0 0 0* P$ p' `; p) B a8 Z# B
- lifetime 0 1000
' s8 S5 \" A* Z% ^8 W. V( { - animtime 0- W8 d* Q" i9 O6 w5 h( }, ^% U- Y
- bonename "Bip01 Spine" % Z* A2 s& S6 {6 N- B
- scale (0,0.5,0.5,0.5) (999,0,0,0)
; N/ R+ ~. f4 A8 H" F/ B1 K - alpha (0,0.5) (999,0.5)
; _" c% d* q( _' F% t7 E9 F - randomstart false
m) U0 z9 _2 ? - active true
& E: f) a( a' ^. q% H% W/ t s - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 04 ^" v9 c/ Q$ C& y" T$ w
- </control>
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8 `, J$ V t# @0 W6 L- <control>
& P( c, s5 ?' I- [2 _ - unitid 4- m- q+ ?8 X( x3 U
- active true
3 r3 r5 o; e8 B4 a: P* Y. l, i6 @ - startposition 0 0 03 Z/ m8 n) O! Y& P; {
- lifetime 0 1000
# S+ Q1 k) z- r - animtime 0
/ [6 V2 m2 i/ Y# v6 l% w5 `6 R - bonename "Bip01 Spine"
9 D9 h5 I, B: w$ p1 N, w! w - scale (0,0.5,0.5,0.5) (999,0,0,0) 7 A5 O# @. r( ~, @4 p. v
- alpha (0,0.5) (999,0.5) ! O) S2 `) @5 |3 _8 a3 r
- randomstart false% o4 v7 B, v7 ]: D0 @0 ]
- active true( R# B9 N( h$ P/ d
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
+ X) s4 O6 r- ?* p8 ?! ^9 t* X - </control>4 }: z$ m, W) l% x+ E5 `: e. r! |: z& L
- ( B# M& X, A: |9 Q) m0 R" S* [' u% ?
- <control>
) Y7 F$ e* H0 z. l# s - unitid 5
, t* k' g8 f( K - active true
s! X8 T# J4 J5 f6 X: w - startposition 0 0 0
. t7 W' g( c, U8 z! x) P - lifetime 0 1000
& e3 T8 l# d; s7 c& Z" Y - animtime 1
W* I }: a; H, a - bonename "Bip01 Spine"
! H6 C! T) t l3 r) @ - randomstart false
+ ^, H: N) p5 U8 q2 J* f: E1 m! C' h/ J& M - active true/ n6 z5 ^+ e! X, l/ L
- </control>: k! h3 |* G' R+ b" {8 d/ m7 }
- 6 ?3 v9 D# B& p1 Z5 U
- </scene>
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- </effect>
复制代码 0 N4 m4 P! a/ X3 [) u) b9 ~8 Y
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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