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图片可以任意修改替换为别的图片 / p# r9 ]3 Y+ q) ~9 E4 b4 a
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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# L6 N+ z7 E2 w. {
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effectdata.02
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. @: w/ b4 O; c& T# ?- <cate> 1. |% s/ a( e4 L5 F+ G
- <effectdata> 0, q. f- ] z& z" Z4 [
- name sp_yellow_hand
( X* Y& K1 L, Z0 i- N8 g- w9 I - unittype sprite
% h A. i+ h. M8 W - billboardtype camera) o3 c r9 \0 h
- tailstep 20 0 0.1 600 false
5 B7 w: P/ t) Q* F" w% L) |2 O2 E) R - size 1.0000002 {6 S5 C' T z4 o- p0 V* U. d
- backprint false H% s& j6 v! Z. K( ?# c7 i
- disort false
' A. w$ S/ e( ]/ D - texturefile Effect\monster\longch.dds! a/ F+ |( H; z8 \) v. ?
- texturepack " N! w5 b S+ B# n b1 u, t3 @' e" x
- blendtype add
/ k0 x& \6 U4 X - textureloop increase9 s! q% H6 r+ U) K! X6 y4 |
- texanimtime 0
$ U( \6 {% h& D# S. W6 C - </effectdata>
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: b% r b& {0 \: `/ I7 b- <cate> 7
" B' U4 ~+ c) f' J% ^! F5 d - <effectdata> 0# E2 D# ?9 j0 t. H9 D* v! X3 J
- name pt_yellow_short_light_02
# G, M0 Z+ t7 k0 c# r - unittype particle# v$ E2 J, R: W! k0 _% q* A
- billboardtype camera" W7 P4 v0 P. F, I
- tailstep 0 0 0 0 true
9 t s- K7 x2 H9 \6 `* x3 w - size 2.000000
. N2 ^7 m f8 k - texturefile Effect\monster\light01_orange#.dds
" L9 [! p5 _4 Z6 K6 g$ z. \% c - texturepack * n- _& H* k$ o d2 M+ U! c
- blendtype add
6 b7 G0 L7 [$ t- A. ? E - textureloop increase! P5 ^3 Q$ d; Y Q/ c8 T) o& g. G1 I
- texanimtime 05 u" I' H% V% R" X* |1 Q
- leaftype sprite
. z$ x( i! p# a2 t2 y7 ~ x7 ~ - activestate exploderange7 y- P, ?: t% m o& j7 Y4 B
- lifetime 200 200
& G9 {/ X! ^ `0 G7 @1 j1 `! l8 Q- s - emitrate 305 O) A" o1 ]0 g$ ]
- maxelementcount 10
6 X/ z' m4 l& C- k9 O' i - addrotate 60) U( U* z/ p* @' L
- velocity 0 0- V6 [ t, l4 D" F l8 V! U3 |
- acceleration 0.000000* S4 B8 q2 r3 e& u* W y: Z
- spawndirection 0 0 0
4 C, [' v- N! o' D# ^! b - gravity 0 0 0
- V K- M/ Y4 k3 X1 s - colorrange 0.000000; n. ^$ U: Y- P
- startrange 0 0.5) W i, u& Q$ r4 E
- endposition 0 0 0) F% {! @+ x: Y2 b; L
- particlesize 0.5 1
2 H9 I, |7 I; S# t; o6 [ - followdirection false
- w9 b' V( n5 w' W' ]( J& D% D4 X - spawndirabs true) {7 x x! C- X2 u# t8 J
- trianglerender false# @6 S8 z4 g2 @) g% o& g% ?. [& y
- </effectdata>
- F1 O, \* _" V
9 x, Y" x* M: B) ^' z- <cate> 3
7 b* f6 l: X# V# |" d' Z - <effectdata> 0! F9 E& p, d1 _9 ^8 X" | X Y
- name mh_EFFECT_EMBLEM_DRAGON2 c, K3 p u3 t J
- unittype mesh
7 [; I- R6 A0 j8 C$ e4 f/ A' J - billboardtype camera
, C* w/ A0 u, h" R - tailstep 0 0 0 0 false3 g5 M8 d0 V O1 N: T n; s% [) A
- size 1.000000
7 F, g# `$ a% C' k - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack% H) @" C9 O% h+ h
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh# ^/ }9 k$ A4 y& ]' v; Y
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
# x. d8 _; E" J+ l) C- p - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel+ s% F. V G1 m0 |* k& o7 J; \
- animlength 0
, n2 I, f# @/ X3 e( \& ~4 T* d - twoside true/ }( F/ G% H9 p# O1 B
- mesh_status 0 0.000000 0.000000 ""* @6 D1 U4 p8 R8 Q" ^+ g
- </effectdata>
复制代码 4 l& f$ K* s* g( ~8 c, f
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effectscene.02
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- # ######## EFFECT_EMBLEM_DRAGON ######### #
9 h5 c7 }( S; d6 f8 o - <effect>0 f6 f. V W" N& k
- id 1181$ G# A! I3 V8 U0 p( @0 }
- name EFFECT_EMBLEM_DRAGON1 G( \/ E" h0 A9 c6 T) {
- culldist 2475082071472936200000000000000000.00
& e7 c0 e, b$ b - <list>
$ ?# d$ Y* Y3 s. R7 E - res 1 sp_yellow_hand
! [% w$ F, B: D/ X( ~ - res 2 sp_yellow_hand
. k' R( B, [& S% n9 [+ {7 k - res 3 pt_yellow_short_light_02
; u. S! Y. E+ l# G, b" b/ K - res 4 pt_yellow_short_light_02
' ]0 U6 Z' P: w8 a% k - res 5 mh_EFFECT_EMBLEM_DRAGON
7 g8 l8 W: e' `* t8 a8 I+ O - </list>
! G6 q+ k- k- E. V' j1 p - <scene>
- X' M2 E4 Y3 o& w: L0 a - sceneid 1
! [! x* N) K5 C - name 1
3 q2 k1 W+ ]' u - <control>$ m' J, g8 d! `! }% b
- unitid 1( Z; t/ o7 t& X
- active true
0 x5 k" e3 o4 y: _) E - startposition 0 0 0
5 Z+ c: [0 D: @ Z2 n - lifetime 0 1000! T E1 N( c: j' i8 |
- animtime 0
$ L4 T2 s z, Y8 E+ D/ s - bonename "Bip01 Spine" - k9 a/ ?) y2 y5 r; D& T7 }
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) * Z! G( N1 i6 j: X8 n# ?0 B& u5 N+ m
- alpha (0,0.5) (999,0.5)
( V: `: M: S* Y - randomstart false& A8 m/ F$ x3 {
- active true$ j# K$ {" _0 Y5 ?* _0 ]
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
4 C2 P. P4 w7 X" b5 ?# Q" A - </control>
/ q8 V2 Z" U4 f0 M$ u/ ^ - " y4 E3 Y+ \5 f$ I
- <control>
8 ?7 B, a2 }( @5 @1 w - unitid 2
- o6 i, e1 H2 i6 I) M - active true% W; B* \5 K( t: T# d
- startposition 0 0 0
! m0 l+ {/ J$ f. y( ] - lifetime 0 1000
q* B6 q* f1 z - animtime 0
3 _( u" o# V" ~9 R4 |5 M - bonename "Bip01 Spine" & g" s1 c+ J2 q: X- d
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
, L1 E" L! v! u t" D - alpha (0,0.5) (999,0.5)
1 V* A7 F& w, A+ I9 {" V+ R - randomstart false
( [6 B7 @, N) s" d' Z/ J - active true& p4 s4 j3 F- B$ J* u' ?
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0: O, R# Q( L$ \( d9 W
- </control> I2 @5 A& z3 Y" w- y% n
- ( {& P& \* f) J& ^
- <control>5 v# x1 v9 Q- q+ X
- unitid 3
; T2 B( ?; r# N' s6 b- R/ X2 m# s - active true6 E/ Q' @- r. I; N
- startposition 0 0 0
) W2 r0 w% D) y9 x7 G* ^ - lifetime 0 10005 g; m3 i& f/ ~* s# O2 @! V
- animtime 0
9 j! q1 j6 Q2 H2 h9 M3 {1 B& o! e - bonename "Bip01 Spine" , I3 d9 l7 T& M; z) X1 p2 s& d
- scale (0,0.5,0.5,0.5) (999,0,0,0) 0 j* V2 _" t: k& O
- alpha (0,0.5) (999,0.5)
+ F$ n' ~& z, c7 n( U - randomstart false+ I6 P! x7 T6 o% L: [
- active true
# B% q1 B+ @: M% e& a- | - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
/ C4 f8 k* M! P0 Y - </control>% L2 d6 e6 n$ h4 [) z
- 6 o7 L; u8 s/ j6 g3 v& b
- <control>9 Y& h- e6 d, E9 L0 I$ c/ q& _
- unitid 49 R$ L$ M/ G# G. P, p
- active true
% f1 J1 Z7 N/ j# _9 s - startposition 0 0 0) X/ b3 L( }$ K/ S: Y
- lifetime 0 1000% K9 I( u9 y. N' d
- animtime 0
& o1 _7 v8 ^; h - bonename "Bip01 Spine"
1 I/ @ ^2 l* C4 r6 h! b$ P( A - scale (0,0.5,0.5,0.5) (999,0,0,0)
6 `- t- E$ s3 B0 |/ k$ y - alpha (0,0.5) (999,0.5) $ Q C/ u& p. c% {
- randomstart false6 h3 R4 n$ M! G" H! z
- active true
w) b/ H8 { W& p - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
% w' p' l9 L1 ]- g/ K - </control>
% V# b$ F" n1 k - ( |+ o: }' m' R7 a, X1 b3 I. T9 o
- <control>
& T4 h3 F2 Z" n - unitid 5 H! x% ^; Y- _. Q- ?/ t- t# y0 O
- active true0 K, o' {- ^# V: p% f. J$ S4 J: f$ z
- startposition 0 0 0
) j# W# Y4 C8 V" J$ g; p* E L - lifetime 0 1000
* b; C, ^3 k$ K+ K- e - animtime 1" Z( J2 K' S. a. _. V
- bonename "Bip01 Spine"
( s+ o0 O' D1 l; I" y: r+ n; |. G - randomstart false! n9 G& h @0 [0 H, [
- active true7 d1 ^& x+ a( k: u( o M
- </control>. \# \ J' m8 Z9 ^
% T7 I; \+ C2 X+ K% _: \; m- </scene>) \4 L: F# q& q9 ]
- . R2 u, P: s9 q' @; V8 k$ l
- </effect>
复制代码 4 l/ { f9 G: L& `) ?
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特效.zip
(408.85 KB, 下载次数: 0, 售价: 10 贡献)
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