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图片可以任意修改替换为别的图片 4 c8 K' C/ ]8 Y2 N0 o; M6 ^
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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% c9 v+ f" t& p+ J0 t# Z
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effectdata.02
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+ c9 }4 R3 @( a7 L- <cate> 1* q# D! h9 {( ]: g" s0 T( T
- <effectdata> 00 Z) P) a! e, [1 a) k; i0 I5 w
- name sp_yellow_hand
2 N+ x# l* S! T" \+ N9 a* s" B - unittype sprite# F+ X0 f( f- h N1 n
- billboardtype camera! x; d6 \; ~) H. h1 Z ?8 j
- tailstep 20 0 0.1 600 false% S/ \/ p7 Z2 C- b! {0 ]# k
- size 1.000000
: x) P) R& _$ _( u: B) G) d - backprint false& V0 F1 e' y& |% L" d
- disort false
3 _) q. r2 r) T - texturefile Effect\monster\longch.dds
4 h( c( m* g) J: O - texturepack $ z0 ^* H) f7 L# t7 I
- blendtype add
+ b0 {$ l% E; z. D - textureloop increase
* ^" n8 z# z" ^0 G0 I0 L: g0 d - texanimtime 0
0 c# y% B; c% D1 w; T - </effectdata>
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- <cate> 7, w: Q% \+ f( a0 g+ J* g7 P% F
- <effectdata> 04 X3 A# h. |: m, s/ b
- name pt_yellow_short_light_02
2 R8 k! x# _3 g1 J' Z' c - unittype particle$ f5 T4 h* R5 U& t3 ]
- billboardtype camera& R5 i. {4 ]: k- r
- tailstep 0 0 0 0 true
3 o3 k3 Y# f, M. a. D: s& d' b* ? - size 2.000000
% x2 c( C3 T! k* @; L5 q* U - texturefile Effect\monster\light01_orange#.dds
% \% p* N% K& q4 A% s3 J - texturepack + @ O6 A' j+ [7 B5 G7 W
- blendtype add
" X, O+ Q6 r0 t: h - textureloop increase
8 C/ U) u6 p `8 s- }8 u - texanimtime 0, K6 y2 `5 Y& ^2 z/ X8 R+ j1 t
- leaftype sprite7 x! [0 \- z; U4 a5 c
- activestate exploderange9 M7 n# ~# }8 V
- lifetime 200 200
" q2 n, \' y% R" G - emitrate 30
* h. i6 N& ~8 d6 R+ I' F5 i - maxelementcount 10) f) w2 y1 H1 @1 z$ ?6 e
- addrotate 60
) I* M1 ?7 V" p. d" I+ ~ } - velocity 0 0
$ x" v5 s% K u8 V( ^$ j - acceleration 0.0000005 K/ v# T6 e1 `- c/ |+ `
- spawndirection 0 0 0
5 `6 c& j1 n! S5 u/ u - gravity 0 0 0
# g$ [/ l. G3 F/ {7 H6 d - colorrange 0.000000$ `9 c2 X' h4 {, c
- startrange 0 0.5
& `. F5 w i/ [ - endposition 0 0 0, b9 H8 O4 |; m1 U. Z3 ]
- particlesize 0.5 12 o+ x% H: u9 {/ N7 p( l) r
- followdirection false
" y2 \1 o" X5 l5 U4 H - spawndirabs true# @) }7 l. G K' G- @' b
- trianglerender false
- X* ^) O. G1 P D6 E: O - </effectdata>
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/ X% @3 \, j& g2 Y% W0 n- <cate> 30 d9 i* ^; [+ O+ \6 ~9 ~0 E6 |; k
- <effectdata> 0
% O) A$ Y7 C; C/ k* }+ M - name mh_EFFECT_EMBLEM_DRAGON# e G. U5 a$ t+ s# _* D y4 \0 k
- unittype mesh! a, ? k" \. Q4 [/ m4 ~% T+ `1 \
- billboardtype camera
4 z# j! ^4 x" M. ?% w3 m7 V+ e - tailstep 0 0 0 0 false
% ^' o* m5 C5 Y. i5 { - size 1.000000! y' E1 \ s8 S: b+ |2 q8 O. p: W+ V
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
3 f2 L- R0 P$ @5 f+ e - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh0 `# j- d! p1 g3 n# |
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
) c" d& P* b. B6 l r2 Z - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
8 D& y9 H: [6 F. S0 |, L7 a- ` - animlength 0
0 M% I# B. O8 h( T0 ?& e - twoside true
3 Z# n! m- i8 o- `6 k$ c - mesh_status 0 0.000000 0.000000 ""
- k' S8 w _& t- Y2 Y* ~ - </effectdata>
复制代码 / A- `, E- E0 l! S
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) l' Y$ T/ A6 \( @ c - # ######## EFFECT_EMBLEM_DRAGON ######### #( i8 O' T8 D; M% y/ w; Q
- <effect>+ u/ A4 u) A$ f3 D: _" \
- id 1181 ?5 U, [# }% s7 H" ?
- name EFFECT_EMBLEM_DRAGON$ c4 k- i B Q. _9 W
- culldist 2475082071472936200000000000000000.00; c6 o5 ~5 `, K: ^# f) _
- <list>
" T- |. ]' T' l' e5 [5 R6 \ - res 1 sp_yellow_hand
0 F$ {. W, ^ l Z9 B/ i - res 2 sp_yellow_hand
1 m: `( G, _; p - res 3 pt_yellow_short_light_02+ q% L* T0 d$ Z# t& g9 L% B
- res 4 pt_yellow_short_light_022 F; j/ Y' y/ o- R
- res 5 mh_EFFECT_EMBLEM_DRAGON. W8 k: \! z( H7 A
- </list>4 i$ F& N3 i3 ~: h5 Q" Q; C
- <scene>
2 v0 B V4 u0 @5 o: z/ e) d" V1 W5 @ - sceneid 1: g/ `+ N: M3 U/ z5 y6 \3 Z2 X
- name 1: J9 s L1 ~ K2 @- }
- <control>
& K, F! T! R+ \* U6 S4 F! Y - unitid 19 G8 J9 Z& [( F% z$ A
- active true1 d, Q( T% O }
- startposition 0 0 0
* y: v3 @% o0 Y* `4 Z1 } - lifetime 0 1000; l3 r# h# `* P/ e3 w' d8 V5 s
- animtime 0
, }3 ^" @4 F5 O - bonename "Bip01 Spine" . R) G: f0 N3 C. C
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
* |/ Y6 u0 i- \5 H( y0 n& y0 x) ] - alpha (0,0.5) (999,0.5)
6 x% A& z# {. f7 B - randomstart false
: \' d2 c3 J0 M# y1 k. C - active true
+ j8 D) t0 I5 U y - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
: G. a* F; t7 G9 d3 c - </control>, D( F* J5 Z9 A) O9 T. `
% `) H8 ]4 V6 V- <control>; S; \& b9 K2 Y/ ^3 V+ V5 b1 A
- unitid 29 m: v7 V0 A, p1 B$ k& o! v
- active true5 L1 q* i: N) k0 f
- startposition 0 0 02 c* `3 o2 g& ?2 Y y0 l
- lifetime 0 1000: t; D6 c$ a9 l
- animtime 0
& i _4 l( C! u4 E - bonename "Bip01 Spine"
! b r9 n. R, T) C - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) $ @6 u* G R! r) ~
- alpha (0,0.5) (999,0.5)
Z1 G7 f: T6 I! t! c# x/ Y - randomstart false }3 I6 ^. r( A, \) N& ^( \
- active true7 F7 A% F% d. }/ B# @2 X9 h% u0 o
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 05 W7 k' \! }, }, ?9 R5 ~
- </control>
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: x. {& e" F! l9 L3 _/ \' G# B- <control>+ t. W/ u! I! R. d, A0 K6 ^
- unitid 3
4 t' ~0 y! w& s; W& Q& J1 S) z& o) H - active true
/ Q7 n9 V) \) M$ _, V4 k6 l b* M - startposition 0 0 0/ l) l2 N2 _4 L8 |2 ~8 P$ g$ H
- lifetime 0 1000
* \' a+ {2 z" M! | - animtime 0 I/ ^2 d' n+ b% _6 G7 H3 v u
- bonename "Bip01 Spine"
0 u5 u! c+ t! M1 c2 L4 ? - scale (0,0.5,0.5,0.5) (999,0,0,0)
N! e& E( H# P0 L, I2 I - alpha (0,0.5) (999,0.5) ; J* v6 g/ `0 n! }. ~3 r
- randomstart false% w! N9 y _* F" _; L
- active true
. H1 @9 ]8 f) B- C8 @6 q. } - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
: H0 j+ N2 r7 Q( p/ U( D# ? - </control>5 v# Q+ Q6 `- x' B% k. A6 f
+ o. s- n5 U! p9 o- <control>% m+ Q6 O- \( p
- unitid 48 V1 c6 G. I( i/ ]/ v" v3 B$ Z
- active true# J! v. g2 J+ z* w# V. g
- startposition 0 0 0- [0 X: Q* R' f2 r0 W+ Z
- lifetime 0 10003 o% ]/ m8 L: {
- animtime 09 o( H6 U' J6 E. @- z# z
- bonename "Bip01 Spine" ( {; s2 B$ v2 R! O% U
- scale (0,0.5,0.5,0.5) (999,0,0,0)
# _! ^- {5 U1 X d, i - alpha (0,0.5) (999,0.5)
! z6 B4 v9 n0 _+ |4 i6 H y - randomstart false
8 h" C" {4 R4 R4 h+ v# M- L2 X - active true# W% T( D5 ?1 s
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
/ m7 T5 ^8 h& M8 b* G$ h& o - </control>" ~+ {- ?" O4 |
4 k" M7 L' [) \% R E- <control>2 h+ q8 W" J! F9 U* f
- unitid 5( P5 r2 m, Q' e$ w- R* S) c
- active true
" c& Z: v+ ?+ L - startposition 0 0 0! n) Q9 d. W! R1 | |8 v, {
- lifetime 0 1000
; b, P! X: B& |0 p$ y - animtime 1
4 v8 G, J d- N8 g( h( E( I& @& h - bonename "Bip01 Spine" 3 B- l6 V9 g" N
- randomstart false
& _0 [" K* j4 \5 b8 l2 C$ L - active true
& r. g; H) N' f, L- T - </control>' x6 s) d; c, v& U8 P& i: X
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- </scene>
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- </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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