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图片可以任意修改替换为别的图片 1 g0 L! H% s. x7 i- n$ k/ N5 ]) K
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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
! w3 |) n9 S# W& A7 _) ?4 w2 w8 } - <effectdata> 0
% c' m1 e) K0 [ - name sp_yellow_hand
2 m* U' u1 p2 [! J6 h2 v" S6 W: l( H - unittype sprite
1 L) U2 w+ G- S P8 E0 G; G - billboardtype camera
- ~8 ~/ G" \1 h% p3 w - tailstep 20 0 0.1 600 false4 T& @ S$ l6 T7 L6 M( f4 E
- size 1.000000
# X3 o7 ]! c* o" g3 c1 I - backprint false
& R: A7 z4 G7 D, `1 H - disort false
% a- L. l9 O( G2 s - texturefile Effect\monster\longch.dds
, J/ x2 m8 M* D. B( ~ - texturepack
, f' f s/ |7 e% [) b/ T - blendtype add
- |! V2 O7 ?% g) v. X9 |9 ~* a: U6 { - textureloop increase
+ c, x d3 F! t ` - texanimtime 08 f9 V- F3 Q/ N* `7 ?
- </effectdata>
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- <cate> 7) W) ?, m$ R: R5 a' r- [8 R
- <effectdata> 0# @1 w1 h* z2 E. S5 Q9 `
- name pt_yellow_short_light_02
a8 z, [9 e' x - unittype particle2 X% G* z7 d! x$ c" h& x( v
- billboardtype camera5 `, N; @1 ~) ]
- tailstep 0 0 0 0 true" A) H% F7 x" f( w+ k; X, X* E* s
- size 2.000000) }1 i6 q( ?! G. a5 y
- texturefile Effect\monster\light01_orange#.dds p1 i! N- K- y4 F& S! r% J( I( |
- texturepack ' p" Y |/ K' \: ~4 ^
- blendtype add7 Y5 C! ]- x8 V! s. m' r
- textureloop increase* l, P- i; X0 W1 B1 D2 y
- texanimtime 0
. ?, M% k* Y9 c - leaftype sprite' p F1 W$ |" k5 U# a4 L0 g1 ?
- activestate exploderange
5 t# i6 W6 ~; O/ u - lifetime 200 200
( \" z% Q0 E: [+ T% |2 b3 Z9 I1 ?" \3 A+ u - emitrate 30
" e# {& s) f: B/ x2 G5 _ - maxelementcount 10
; O* J: s( `+ Z3 b8 n. B T - addrotate 60: c* z- L) I& [5 N& a
- velocity 0 0
: ~2 O% f/ ]3 i- Y7 w) k3 ~1 Q - acceleration 0.000000
4 x' F- i) }- O8 ]2 }( T4 t! J - spawndirection 0 0 02 o7 S i/ I9 @3 n7 W
- gravity 0 0 0
/ K% k0 ?8 M9 _- v" X - colorrange 0.000000* a& k1 C2 m& I' v+ r' _' S
- startrange 0 0.5
: z2 {4 a" o" c2 V; y - endposition 0 0 00 u& J! g0 ]* I8 h* R# g& V
- particlesize 0.5 1
5 w7 h. d& g# ]& u% e - followdirection false0 Y: h( W6 g: L, j, G; x
- spawndirabs true5 [- I# \! F" N# k8 l* E9 P
- trianglerender false
- z* D+ f: C& J - </effectdata>
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3 }8 N; r8 i! p$ q8 T" B. r- <cate> 3
7 w" U! l( P1 E/ ]0 ?5 l) t7 e' R - <effectdata> 0
1 {. `- a+ M9 f4 T" [" Y! @ - name mh_EFFECT_EMBLEM_DRAGON
y) z( H0 G; s" m# { - unittype mesh5 A- C: k. a+ r3 N8 d9 k
- billboardtype camera
7 x! I+ d, B# R! _7 I# ]; E& n+ R! e - tailstep 0 0 0 0 false( [) B7 K3 J5 Z( T
- size 1.000000
6 T. T! W2 N M( H& v, r2 V4 u - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack/ ~6 o7 |. R# R4 ]7 p
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
, }3 D1 o3 u. K3 ^/ P+ _. O. k4 e w - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim/ A- Y! }) r' D- U% q
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
2 x: M: O* P1 G o/ F/ @, L% W - animlength 0. I% d, B9 w4 r" c
- twoside true: U; f+ l; T/ P5 a: Q+ k r
- mesh_status 0 0.000000 0.000000 ""
5 N# x y( a- D3 a) C - </effectdata>
复制代码
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effectscene.02% ^0 T+ ?8 P: ?( I* i, W
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- <cate> 5 game
2 j, J/ ^1 D, d5 k0 N2 K - # ######## EFFECT_EMBLEM_DRAGON ######### #
8 \& v/ W7 Y/ {2 `8 P& I; ?; X - <effect>
9 b4 x5 R0 D4 D5 c$ R - id 1181+ b8 l- m9 G' W* t3 v; q
- name EFFECT_EMBLEM_DRAGON0 t+ F+ |% M, Y ?7 m. E. {
- culldist 2475082071472936200000000000000000.00
1 ~3 C- b7 g0 k: l - <list>
0 M' c3 u. A$ U5 D. T4 w1 t - res 1 sp_yellow_hand) G* O- r$ X; G3 ^
- res 2 sp_yellow_hand
: u0 p! h! k/ ? - res 3 pt_yellow_short_light_02
: ~7 {) l8 V# v4 }0 j0 [ - res 4 pt_yellow_short_light_02* w0 U# l3 Q+ G( p, B. I$ s" D
- res 5 mh_EFFECT_EMBLEM_DRAGON, F" Z- v5 [; a: ]
- </list>7 w4 [' r/ w. s/ l7 N3 w0 }! }% k
- <scene>
- q+ v& P* q( r4 L - sceneid 19 P! N; Z: z; t6 }- {1 w# ~5 `
- name 1
X- ]0 u' B: y2 x) d \/ k - <control>: F! k) h% K! j i
- unitid 1* B, O% a( |/ i x
- active true
* W: I- Z$ L. K- h( E - startposition 0 0 0* S/ P4 t' J' N( b, Z
- lifetime 0 1000
( x. G# A1 W3 o4 g - animtime 0! i& V9 Z+ V$ m. a
- bonename "Bip01 Spine" / X0 m! A' e+ K/ B
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
2 h$ G9 z' s* ^5 H1 a( c - alpha (0,0.5) (999,0.5) 3 g8 }. _, r1 J
- randomstart false/ e) q% V0 z7 [/ V$ S9 S" u
- active true
' J6 u( Y- @. t# B0 u - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
% i& B X5 R& _$ V9 h6 F - </control>1 J# O- ?) Z8 G# e6 B# ^
2 {* x& [. m Y1 ?7 q- <control>
+ {9 J n) d. [) e0 M - unitid 2
, i; K6 ?" X+ @ - active true, ^" P8 H! z1 v5 O; u$ K
- startposition 0 0 0
; b; d3 [0 R5 G - lifetime 0 1000
% V* B' v0 I' S" G/ a: I5 f - animtime 0% s$ j. |7 o. b- |& ]9 `: I
- bonename "Bip01 Spine"
3 X7 r. J- L3 l! ^8 B: Z. y - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) , w( ]& D2 ~, [# i( r9 @- ~ B t
- alpha (0,0.5) (999,0.5) $ {) [9 U, ^ h
- randomstart false
$ h. Z. W% d6 J) ~! K6 H; T - active true
6 \5 f x- D" k# J( ~( ^4 v) ?9 l - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 06 x7 f, W: G0 S/ y5 m. d. K1 O( H
- </control>% M9 p2 E5 c% g, O
- x3 w5 d, f. P
- <control>/ m, a6 S+ V" A4 n. i
- unitid 3. l- f0 u! S3 u- [0 }) \7 M
- active true
) G5 x* T3 t3 @" p0 _# {& S4 n - startposition 0 0 0) \4 y, O; z- l. o+ B! q+ b8 e) L
- lifetime 0 1000) G/ @. K* @5 N- e
- animtime 0$ ~% E0 q: }; ] |; m I2 V% u
- bonename "Bip01 Spine" 2 i" u- ^- U4 |
- scale (0,0.5,0.5,0.5) (999,0,0,0) 4 u: e9 Z8 _! L! d& A( e
- alpha (0,0.5) (999,0.5) _) p! ~5 C3 p8 w* b& F
- randomstart false" ^8 Y% A! X4 Z% v& u! D5 T
- active true
. X2 b* l `; M0 L. | - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
}/ u1 q; Q W! X. e+ I( g2 R - </control>0 A/ {4 Z4 U5 \8 O' L
- # `- Y. m. _0 n* T1 g7 q- E# A
- <control>
. g$ n/ B8 ]0 B4 B. Z' d - unitid 4
& V$ P1 ~# c4 R' ]: W8 c6 V5 U. \ - active true* @; c: V0 t7 \' Y! g
- startposition 0 0 05 _" o4 q+ Y* J. C8 _4 w* _
- lifetime 0 1000, E& \! v5 g4 ~: m
- animtime 0& l3 g1 k- l3 ~- M3 |
- bonename "Bip01 Spine"
# V3 P% v& B) V) D6 {' a5 ] - scale (0,0.5,0.5,0.5) (999,0,0,0)
8 g* L$ ? o$ i9 k$ |: V7 s - alpha (0,0.5) (999,0.5)
' ^" |2 f4 T# s X0 x2 F( c: G - randomstart false* F* ]9 Y2 D" W$ W' K: T
- active true
; s9 l4 i" y5 Y# D - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
( Z; Q0 D: ?/ @8 D) ^ - </control>
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; Y( |; d8 r* K; O; _2 S$ M- <control>7 ]# R/ J9 B' T; W- \4 V( W0 C
- unitid 5
0 E5 t8 M8 G* u8 g! ?8 b0 k - active true- d4 Y7 b/ U1 a, a' D5 b
- startposition 0 0 0' C! q- X8 M. n% ~
- lifetime 0 1000
+ T& U+ N) E% }0 i. m& O( g - animtime 15 S# Q7 ?8 z( x
- bonename "Bip01 Spine"
" c1 r) L; u. `% s# K - randomstart false9 k" o7 t& O( x' x- R' V. O% u
- active true! N6 a9 }5 [, S, H' i6 h# f, ]" i
- </control> n( a8 X6 A( \- c- ~/ p$ t
' S8 M6 U7 [, e; g- </scene> H5 L" O6 G \/ j+ J
8 E0 c3 [/ F3 I4 L! j' A- </effect>
复制代码
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特效.zip
(408.85 KB, 下载次数: 4, 售价: 10 贡献)
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