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# v6 b$ q9 f A R8 q图片可以任意修改替换为别的图片 + H" g# c' d% 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8 h& e3 u* T' j5 W- {+ R1 m, j4 e7 T4 K
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effectdata.02
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, X4 H4 T0 J5 A$ Y1 h1 @2 R) a- <cate> 1) c0 X! T, X- }1 g3 f3 F. k: ]4 A
- <effectdata> 0
- k% [( K1 V" \1 x" ?8 ^ - name sp_yellow_hand9 B* n3 R" n4 Q2 L
- unittype sprite
' ?- ~# g- z/ r- O- N; K - billboardtype camera
+ H& m8 t3 x& S' x - tailstep 20 0 0.1 600 false
9 E9 f( |8 W* C - size 1.000000
0 R; Q# a ?: n$ s# l - backprint false7 B1 S( I6 N c" J* G5 {) d
- disort false) ~) k: [8 j6 [$ b; K! I
- texturefile Effect\monster\longch.dds3 m4 k* z! ~* e+ R" H. ^2 I% ]
- texturepack
7 H" }( `2 D1 i- C5 _) h - blendtype add% ^9 Q. }1 y g' }& Q1 r0 V% s
- textureloop increase9 O/ \3 C1 H# K1 d3 g% X
- texanimtime 0
9 a* \" ?7 p' _+ m, |4 l - </effectdata>( K$ L$ r9 E5 f9 H+ K
- + J: V0 G( L/ k* M& o1 R/ }* A1 Q' Q
- <cate> 7
m+ i- W' z# l3 j! A! m - <effectdata> 0" B+ b" r+ t7 z8 D1 g, |1 f
- name pt_yellow_short_light_02
; B' m9 W' z% f5 i4 j - unittype particle* D" ~) Y* E) I5 C% Q
- billboardtype camera
( M& V# H0 M7 _% M. ^5 D - tailstep 0 0 0 0 true
1 j2 Z# s/ U0 r% ]. R - size 2.000000
7 `) R% I5 N4 W5 ]4 w) [ - texturefile Effect\monster\light01_orange#.dds
1 Q' \4 y, \ N: d - texturepack 9 a. y# n% u, I( a: y& J9 o- K
- blendtype add
" C, g$ X5 Z! E b7 [4 ? - textureloop increase
8 u. p. N7 G0 @4 ~. J+ E' |! o - texanimtime 0/ f2 D) u5 }0 p j3 y! s
- leaftype sprite
7 D& w3 g2 _3 [& `* z2 [9 A% m - activestate exploderange: n/ C5 L0 r1 U0 Q- {* q' f
- lifetime 200 200
! [2 B2 y( Q/ b% _" S0 _ - emitrate 304 S2 ?$ n2 J3 }
- maxelementcount 10( n9 n9 U1 H' A7 v7 X5 t1 ~
- addrotate 604 B( [3 D8 w3 x
- velocity 0 0
0 t* h0 F4 p4 L, L( j0 A - acceleration 0.0000006 j! E( B9 V! s1 L5 ~
- spawndirection 0 0 0
6 f, X. ?7 X# h+ d0 w - gravity 0 0 0* K. Z9 c7 m- M% s' d; C% @
- colorrange 0.000000$ r# H9 z* e, L
- startrange 0 0.55 C# R- O) g, K7 Z
- endposition 0 0 0
, \. K5 I! u9 Z - particlesize 0.5 1
3 |: P( w" v9 G8 ~- e$ \ - followdirection false
, O# d6 z6 C. [, l* @, n% M; U - spawndirabs true
' d( ?( F$ r3 O4 c' x6 G- ?, X - trianglerender false
q( @ F& Q+ | - </effectdata>
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- <cate> 3
# _7 h. |) `$ k - <effectdata> 0
/ P* \0 x- x" @. O' u - name mh_EFFECT_EMBLEM_DRAGON& v% j6 v" R+ v. Q+ \% @
- unittype mesh3 P/ v+ Z) e' M) b3 ~
- billboardtype camera) |! D$ @! O0 o6 i5 w2 i' a
- tailstep 0 0 0 0 false* S2 o6 F& p* B) h. P A
- size 1.000000! X+ d$ M( r# \) r9 d) P
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
4 B# t+ c( c. M& `$ a" e - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
0 M7 b4 q# i7 U - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
0 g6 \4 @) x E! U! C - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel8 h' k# L( z: k5 c5 v
- animlength 05 ?6 p: a+ T8 S# I. h1 n k# x, H
- twoside true
0 h+ E3 O6 e1 a3 p$ m/ O u; a - mesh_status 0 0.000000 0.000000 "" D \& b" @* W3 D9 }) [. q
- </effectdata>
复制代码
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effectscene.029 K6 f4 K' V" M# R3 h5 ?; R9 f& H! @
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- <cate> 5 game
5 g2 A4 e/ N, k4 K3 G8 \ - # ######## EFFECT_EMBLEM_DRAGON ######### #8 h* l6 L. J5 k
- <effect>
' t3 G# s$ [' P3 ?" ~+ | - id 1181
' ?8 ^: n) }% D9 I9 f. H! i& n4 { - name EFFECT_EMBLEM_DRAGON+ z! f, N1 i/ S0 _# C
- culldist 2475082071472936200000000000000000.004 ?# W. _8 S$ M% B& R$ v4 R0 v
- <list>; p, W' m/ E. Q) t( |/ N
- res 1 sp_yellow_hand
9 q1 M% F0 b9 J8 M: R* T - res 2 sp_yellow_hand
1 e9 z9 n6 J. k' q5 R' g8 p - res 3 pt_yellow_short_light_02
- h1 k/ ^2 I- Q1 t - res 4 pt_yellow_short_light_02( d0 y9 i5 F1 _) n
- res 5 mh_EFFECT_EMBLEM_DRAGON1 s" `2 l) h0 @4 H
- </list>
; v. @1 }' ~4 f$ i - <scene>6 h/ d; Q4 ^6 [, S4 W: i
- sceneid 1
2 o; {8 e* r5 k8 o" ~( ] - name 1" t6 }7 ]9 b0 _- _, k1 q
- <control>
" W/ Y6 t; y+ u1 X t4 i - unitid 1. o7 Y% }$ w/ H& C, M# e
- active true! r: a/ @# H5 S: X
- startposition 0 0 02 ]0 I$ U* K* v6 e% G
- lifetime 0 1000
# p0 z! ]- m. f9 d. E/ ]& Y( L - animtime 0
, h4 B2 _* p+ X9 H& ^8 O - bonename "Bip01 Spine"
S* q- H; x# D! ` - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
# c: |+ M& `8 V; Z) f% g; b2 ? - alpha (0,0.5) (999,0.5) ( E; Z/ m( o, \
- randomstart false
7 z6 n, ]4 s2 Z2 x7 U& u+ v6 x* h - active true* ^9 G8 v- u: w1 Z
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
# Y' Y4 {3 H h4 z. e# } - </control>/ c1 M, Z0 G9 E! P4 j: y
- / H% @, \; ]1 z9 b$ l: r: j. k" v
- <control>
1 { O; `0 b/ u* G) M+ w - unitid 2# _6 m6 `8 j) |, S+ [) K* X# L
- active true
" ~1 @* g% v0 l6 q8 |# z - startposition 0 0 0; n) W, w0 J) `7 |, ^' o
- lifetime 0 1000
( c" R7 z+ m8 q0 T- D3 Z - animtime 09 d# q% t- O# c* D5 d
- bonename "Bip01 Spine"
- m- c4 ], ^1 a! E* K; E7 I - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
3 l" t$ S! U+ H* e: z - alpha (0,0.5) (999,0.5) * l( U2 @0 \* B5 D1 f! l* l
- randomstart false
- }- {: j; q. {2 o1 P - active true' J' D3 _3 y3 U {8 Z
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0/ N" J3 @; y6 p K3 H
- </control>
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- <control>
& F8 \+ z, U- f( j# i! } - unitid 31 d R- O# e* P1 }. P: H" Y
- active true
- [; g9 b- `/ {# r. h( O& Q7 ~+ [ - startposition 0 0 01 Y8 Z. [0 R& c1 r
- lifetime 0 1000
* w+ t5 [8 {- P% r4 k* U - animtime 0; ^* T$ \4 _3 H- p0 y. p
- bonename "Bip01 Spine"
6 _5 G9 w# [: P) s - scale (0,0.5,0.5,0.5) (999,0,0,0)
8 |! U! A/ w% q% d* u. K - alpha (0,0.5) (999,0.5) 7 `( ]. @( I" n
- randomstart false
0 w W: U8 ~) E* J) s - active true6 R5 T# I8 T' Y0 @8 X
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0, V r: x: y4 g
- </control>. Q2 Y$ B8 q- |5 R4 A ^/ V
- 9 W; j5 _- O* l' O1 G
- <control>
" Y9 G( {- W! @% Q s2 |) g - unitid 4( P1 T4 {" r. y0 h1 p
- active true1 w. b! z9 Q: K" y& G
- startposition 0 0 0
6 |% _0 C" e9 F. [6 d- V - lifetime 0 1000
# p3 }( M$ I% W& j, _- K" ]9 n7 X - animtime 0
1 U, j: E/ G- ^7 S - bonename "Bip01 Spine" ( U4 A6 l( f' w6 n
- scale (0,0.5,0.5,0.5) (999,0,0,0)
' y! w; ]1 G0 r - alpha (0,0.5) (999,0.5)
; W, m* N7 C0 [ j - randomstart false
8 U! x* o& r% H3 `# Q* o - active true
6 b8 q" ~4 r$ o( G4 \, K+ N2 h - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0: {3 z8 {: F8 Z& w' {' L
- </control>
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- <control>8 W! r R2 l8 j6 A8 }
- unitid 5- Q' }, g% \* U$ Y0 U) `! r0 ~2 K
- active true
# v2 ^' f" t2 q' V - startposition 0 0 0
% C* o. Q: {8 _/ w& U - lifetime 0 1000
! S0 s8 f, O( j, f* f# W - animtime 1, s4 g( g2 c1 a2 D4 f7 S8 y
- bonename "Bip01 Spine"
. R/ g0 b3 T, Y1 T - randomstart false
8 a! y) L; u0 h% n- P - active true
$ l% E6 k; B" d; J - </control>
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7 K+ x; x9 [( {; U# R$ o, R( C+ ?- </scene>
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|& k8 l4 [* u$ N$ ~! W5 ^- </effect>
复制代码
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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