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图片可以任意修改替换为别的图片
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; U4 N( a* ?+ v8 {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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2 j# ?' W8 l3 H2 Y4 aeffectdata.021 q, M. K; v+ K' ]
2 u( a1 J* G% e8 V Z; i- <cate> 16 P+ y* i- Z N% ], b. O
- <effectdata> 0* e% J3 G. B1 }" `: }
- name sp_yellow_hand
1 U/ \" q+ X' z4 { - unittype sprite9 a4 z& I" M3 a' w8 m
- billboardtype camera9 Q6 B0 |- @9 U$ d3 b' Y$ J
- tailstep 20 0 0.1 600 false
5 @9 S) o3 `; }8 h/ a - size 1.0000003 ]1 x& e7 H8 A; }4 g2 h
- backprint false6 r3 }9 w( v+ r# C
- disort false) ~2 X7 ^7 ?( C2 q: U
- texturefile Effect\monster\longch.dds& t- E0 a& s* M2 {: G1 N( |1 o
- texturepack
/ k j- {! v/ l' u& v& x' s - blendtype add
8 R) i( G% H; E% y' R - textureloop increase
5 m0 {+ c8 R" D! p - texanimtime 04 D/ q6 ]* J# y) o Z
- </effectdata>1 E6 N) y9 T9 z) k4 k$ U
_8 V1 F1 g4 K2 i0 p- <cate> 7
q7 {; U, S1 e& J' Y9 o - <effectdata> 0
, Q' ^! T: p! c, \+ | - name pt_yellow_short_light_02: ]4 I/ E/ g: k& w7 Q1 ^" ?/ w/ G6 r
- unittype particle4 Q2 t7 \/ X2 x1 b7 a1 M
- billboardtype camera
+ {* U/ O% z) W |3 H* F4 f - tailstep 0 0 0 0 true
8 I% w K7 ^$ n/ f* u - size 2.000000- q0 u6 c7 ^' T9 ~+ }' g/ X8 ~# e, v
- texturefile Effect\monster\light01_orange#.dds% H; L( k( s, @6 F
- texturepack 1 ]" C* D! X$ V3 |
- blendtype add
: G! N4 V4 s; @2 ^ - textureloop increase
! |3 L8 p* H' V( | - texanimtime 0# J2 g" K9 e! s) E' F
- leaftype sprite8 Z6 }' j$ a$ H1 v4 K
- activestate exploderange
H: R* v3 C, Y: h- B - lifetime 200 200! S# N* @1 v: \# B3 g/ i! v5 p
- emitrate 30) E# P! k% e' |3 @) U
- maxelementcount 10
! i1 \) m5 p$ }# R: }' Y - addrotate 60
# y5 d' \) M* |4 l% H1 \" b- a - velocity 0 00 @7 h" Y/ N* {6 m: G7 l
- acceleration 0.000000
# a# e- i4 X8 X6 C- B* ^0 g - spawndirection 0 0 00 W6 g0 `5 p' @. E/ z
- gravity 0 0 02 X) Q8 m k' Y5 A$ f% C
- colorrange 0.000000$ E: w9 Y+ |. ]; l2 T1 }& Q
- startrange 0 0.5
* }8 L2 ^# }; C5 x1 ?: C - endposition 0 0 0
% T+ Z* V' L2 c; I" _. N1 @ - particlesize 0.5 1( r6 K- B5 l+ t3 u9 V' t8 U, T
- followdirection false
3 I& ]* G6 l: ^; }7 o: f% s - spawndirabs true
8 _9 v7 j+ _$ L; H; a* g1 V - trianglerender false
. _5 p/ k8 L9 |2 u# m$ _ - </effectdata>0 h. J1 R: `- l7 h! x3 d- s0 ]$ ?) Q2 d
- $ f8 t7 I( t; k4 z/ m9 K5 s4 ~
- <cate> 3
" }' O$ C- M# s - <effectdata> 00 Y# h1 \8 t& q
- name mh_EFFECT_EMBLEM_DRAGON
! [! ^" Q' b. Z- x7 I; r - unittype mesh; l |6 E$ ]6 i+ E. o& {( _, R
- billboardtype camera
, A4 u1 g* E% o% _ - tailstep 0 0 0 0 false! i/ P8 h5 G% v8 K) k- s
- size 1.000000
% `8 I7 {5 B4 H - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
2 m0 v* q* S: s. |: A - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh) c( j7 w9 h% e8 M4 s* [2 u5 H
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim% r) |8 u! I6 e- }! q, }9 K: p; z$ G4 u
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
3 y* U' Q0 ^# P. }. X. l7 [ - animlength 0) {0 r, p! _* S2 \5 o$ S
- twoside true9 ~% I& e5 G0 p% Q7 x8 e
- mesh_status 0 0.000000 0.000000 ""
6 r! H) l% Q7 A' ?0 I - </effectdata>
复制代码 4 V- G8 t) ~& R+ V
& _; K0 v6 n, S; O# Z; feffectscene.02
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- <cate> 5 game6 h8 q& y7 f) o0 |# I1 N
- # ######## EFFECT_EMBLEM_DRAGON ######### #
5 y# x) d9 `( `/ @* E: q - <effect>
! o. [( u _' V% l" z7 ~7 i, w - id 1181
8 |' }' ]6 {7 @* m+ {8 m - name EFFECT_EMBLEM_DRAGON3 _% | i( V, `; u; h" a
- culldist 2475082071472936200000000000000000.00
" Y8 o% K: N2 _* a, l/ O% v, | - <list>
. u; z6 x2 x0 `+ V2 ^) w/ l# @1 v; B/ l$ t - res 1 sp_yellow_hand3 G& D# ^2 B7 C! F6 b
- res 2 sp_yellow_hand3 d* ?; B8 D- ~, U
- res 3 pt_yellow_short_light_02; ]0 q/ n' A( g: U1 V9 ?+ ~3 d
- res 4 pt_yellow_short_light_023 U, \/ I0 d7 I4 r; w" V
- res 5 mh_EFFECT_EMBLEM_DRAGON1 j2 Z: U B% w8 Y
- </list>6 E9 z1 I x3 Y _# o
- <scene>( t4 n, f, f2 p0 X; j
- sceneid 1, ]; Y0 S* _$ k5 w% z% [
- name 1
' i% [" c: [6 F, i5 p/ V - <control>
! E$ b6 E1 Y/ G6 u* v6 N. L - unitid 1
' Y+ [( ^ q7 `/ \; v/ p - active true
* X+ v7 K) t" e: j2 T+ f* \ - startposition 0 0 0& o" z) m$ C0 n1 T( i$ ^6 L" X
- lifetime 0 1000
5 p; t: u: y7 W - animtime 0; h4 f- [+ l0 o- ~% R' G- O
- bonename "Bip01 Spine"
8 i# n# o0 U/ A% q8 F* o4 S" T# o - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
: s3 M K8 q" e: O% o- I - alpha (0,0.5) (999,0.5) 0 b- z0 D0 p+ \& Y' A
- randomstart false: N* V& s* M& V* {
- active true5 a+ x7 ?( L% L/ H2 H3 [) x
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
9 W; G T7 D8 Z0 m( h0 K( v - </control>
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* q2 h5 O z$ K2 }0 ?: \$ m- <control>; x: R3 l% q( i; j( ~. A
- unitid 2
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- startposition 0 0 0% k3 W- o, Q1 @9 _- k) @- r3 [
- lifetime 0 10001 k/ W. Y' Z4 [! M
- animtime 0* z1 y, z6 a+ v/ E4 W1 p
- bonename "Bip01 Spine"
) V7 `5 ]* E# v y - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
4 C8 T/ }: j5 w7 \# m; ?9 k - alpha (0,0.5) (999,0.5)
1 t; l, U2 c' i- F7 h0 R4 I- L - randomstart false# n# ~2 [+ t/ ]: ]9 v! \( _
- active true& \& e( v2 }$ ~& _2 q9 m. E
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
! m( H' ?: H$ Y% B* c7 M8 n5 S5 _ - </control>
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6 [ T1 b g3 p) v# `6 v- <control>
% \- m# i5 }( R; _, n' j% \ - unitid 34 h" A w% A7 o0 n3 g; Q7 }! m0 G
- active true( ^! J4 i6 { P
- startposition 0 0 0
$ U8 \( k6 H7 \- W; |1 F8 p! A; k - lifetime 0 10003 C0 Z. X* K" J$ Q# Z
- animtime 0/ y+ k, w7 u, I+ o: p
- bonename "Bip01 Spine" # U0 S1 W" D3 e
- scale (0,0.5,0.5,0.5) (999,0,0,0) / r3 T( P+ ?( y7 M- e* i% A
- alpha (0,0.5) (999,0.5) % z. D& M! |1 ?# p
- randomstart false
5 u0 i% q: \8 A3 i' E - active true
" t1 {& Y. P8 ~! e4 [ - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
& v1 K( G+ O& T - </control>
5 X7 G1 C E; Z& b7 C) ~# U
, [6 Z9 u3 q! w$ H& K" B1 i- <control>: ?" W+ O" L8 o3 e1 Z- C
- unitid 4 i. |" @& ?8 S# g: R
- active true
& `4 I; Y) N @" ?' e; n( _6 M - startposition 0 0 04 d9 t/ y3 G+ [: ?2 {( G1 @
- lifetime 0 1000) Y6 O2 U/ v) s6 h- X1 {7 Y
- animtime 0
$ I0 |) J# R- R0 z - bonename "Bip01 Spine"
6 ^% v4 f3 X% u% x4 I, M/ k - scale (0,0.5,0.5,0.5) (999,0,0,0) " t/ ]0 f+ ^. x9 z5 ]$ w$ w
- alpha (0,0.5) (999,0.5)
; I. u/ N# b' \, g, S; H5 B - randomstart false
# E9 r0 j# m$ t - active true( B( v+ k9 |4 Q0 ]* N+ t
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0( A, ?* r2 b2 E: q9 U
- </control>- M6 b4 E$ @. n# p
1 M4 k6 P8 y& k! ?& C- <control>1 G8 q- I% N) {+ t9 T
- unitid 5
+ T. ~$ w( g) Y - active true$ U* T0 O6 l# A+ f8 E
- startposition 0 0 0
4 i) P0 @& k f8 _8 F4 u! z; }- x - lifetime 0 1000
) r: [# v- a5 a+ f! F - animtime 1
S# o$ t9 o( w1 @5 k' V/ l4 O - bonename "Bip01 Spine" + A7 }* |6 T# o3 O R5 {+ L
- randomstart false. O! L& f- O' D' L" Y
- active true$ k( o9 E, O% z1 E$ P+ {5 M, M
- </control>7 i# F) y% Z. [/ l( [7 c {9 A
- " B6 t7 J7 J5 z) P! y
- </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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