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0 E) |7 O+ v; d* O% b' @" G图片可以任意修改替换为别的图片 ) s( W4 M2 M# m E8 d1 d% K
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, B3 L6 u% ?9 }* k3 d" ?! n注意下面代码不要直接替换 这个是需要手动增加进去的( H& }: w" b4 O% l( j) e% |9 B
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# m3 L/ T* P. Z' neffectdata.02
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- <cate> 1
t) U$ P9 D( o& ~ - <effectdata> 0
( ^* }3 q8 ]5 e+ { - name sp_yellow_hand
* N- X6 ?; [6 ]* h. e4 y - unittype sprite. D1 V8 C0 V+ f! e) ^* ~8 E
- billboardtype camera
$ r+ N, t3 K& f& W - tailstep 20 0 0.1 600 false
% _# k( r7 m( h( ~* y1 ? - size 1.000000
$ P2 J7 Q" l, w1 L f& f - backprint false
G% _; Y! @ g4 a+ W$ ^ - disort false9 N& U9 ]! E9 K- c$ ?( y( P. o, }
- texturefile Effect\monster\longch.dds
9 W9 D0 T( ?1 o - texturepack
, G3 e: G/ @* @2 X7 i - blendtype add0 q& s, ?! r. n _
- textureloop increase
9 O3 w( Q* L9 ]" Z/ W b2 G - texanimtime 0
m9 e8 m& t4 ^* Z. t - </effectdata>3 i) z; X$ }5 C+ E" Q, W+ o- Y8 _
2 D8 b& Y- E% @' `( F# ^- <cate> 7) f9 h; t5 U" G2 I/ h
- <effectdata> 0! X9 H: @; i. Q m
- name pt_yellow_short_light_024 g$ Q4 ^4 {' f1 M
- unittype particle
- F! H5 V! ]8 w. F* ^: M& _( }: u - billboardtype camera( x+ ~' j2 L# A5 l
- tailstep 0 0 0 0 true+ [* c& J* ^$ ]8 [
- size 2.000000
( C' P' L5 k: ?7 g. h$ p - texturefile Effect\monster\light01_orange#.dds+ C4 @3 g) c# W7 U
- texturepack 1 M& m5 {4 S3 ^* c) k" \
- blendtype add' D9 ^$ s4 N; p
- textureloop increase" W& k L4 ]# C3 v; _% O0 Q
- texanimtime 0
" T7 K* q w3 \/ K - leaftype sprite( {9 [ M) u# I, h3 _1 H( g
- activestate exploderange$ G4 q3 ~- E* |- n
- lifetime 200 200
0 N( H4 ~3 }% r3 N; I - emitrate 30* Z- b1 y+ e C/ w
- maxelementcount 101 b2 C$ Z, o' ?& _, a
- addrotate 60
( g) s' `) c9 I: o0 }0 H! d - velocity 0 0( l. I% w2 M3 q
- acceleration 0.000000+ P( g: p' _$ _' `6 w6 k9 q
- spawndirection 0 0 00 M) {! K1 k e: |: z( l5 M D
- gravity 0 0 02 v7 i8 W& z* Q' `# H8 N1 h
- colorrange 0.0000004 [. e5 ]' u# |/ |( _: P5 j
- startrange 0 0.5
% Y1 L u s6 y! M& x - endposition 0 0 0/ ~; u4 Z J0 Q4 L2 B ?
- particlesize 0.5 1
" S' T# k O- a" o ]1 m' U - followdirection false/ y0 g, V0 K6 Q
- spawndirabs true
1 J: Z& E' B0 E* O- Z; I - trianglerender false
2 O1 T9 B) v! t+ V" H3 G - </effectdata>, f; [, h8 E* V$ b+ e% x
- 2 d% n1 j& n* @8 p, ?5 j/ ]/ s
- <cate> 3
3 X, J; b: }8 |4 w - <effectdata> 05 ^) W0 O; e( ?' x* X
- name mh_EFFECT_EMBLEM_DRAGON! x6 C2 A# F% U( @" O3 j
- unittype mesh2 T5 Y4 H1 a6 Q- _1 c' E
- billboardtype camera! p% J4 p. m, m2 V1 G
- tailstep 0 0 0 0 false
; X- ~" `/ ?: ] - size 1.000000- d/ X9 V. I% Q4 H
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
' a+ f7 n4 M0 L3 |, C3 ^ y+ Q* Y - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh6 S& [# ~& o: v* H
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
: ]' Q( K; k8 d* g# ^0 M) | - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel, u% E. @# X5 n
- animlength 0* ^" x& v0 e, |0 }6 |: B
- twoside true9 T3 e( ~' F/ p% q3 U
- mesh_status 0 0.000000 0.000000 ""
4 @0 b5 V0 v2 i' Q% k! _& n* Y - </effectdata>
复制代码 0 r. a9 {- W6 k- [
3 S+ a: l: b" ~5 N( m- H( @effectscene.02, ?/ |, K$ {+ X! b8 c4 I* ]
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- <cate> 5 game+ A; @3 |3 Q! u
- # ######## EFFECT_EMBLEM_DRAGON ######### #
}' U5 B) [6 A9 B - <effect>
# l, r' {- [( Y$ P4 x3 v - id 11817 x- x& C8 l+ v
- name EFFECT_EMBLEM_DRAGON0 M3 \5 m5 @' X; h! S8 f4 o! C/ \& y
- culldist 2475082071472936200000000000000000.00
1 A2 h& b# l4 q3 c" Z3 X/ u2 P - <list>. M: [ W( G( k4 ?7 a
- res 1 sp_yellow_hand! T5 |% \. e* _, @
- res 2 sp_yellow_hand0 t9 h; v. E6 |8 ? v/ b9 z
- res 3 pt_yellow_short_light_02
, v6 l: I$ f9 x2 B/ b5 z/ f/ D$ @ - res 4 pt_yellow_short_light_02
- q% e7 r# r' U+ h0 F4 n0 `( v; B& u M - res 5 mh_EFFECT_EMBLEM_DRAGON
( n; ^9 w" [2 w9 Z X - </list>
! D/ |" W8 h; g. y4 m | - <scene>6 i5 F- O$ J6 U9 K
- sceneid 1
2 Y- y4 ~- B* z5 p7 [6 ?4 Z - name 1
$ o& [. C+ [* m& J- Y3 Z - <control>5 w3 q! `( ^0 _% a- M% w7 Q
- unitid 1
2 Z/ }) x3 B0 @( ?3 Y- w - active true
1 W* g. _! u, i/ u# S# ] - startposition 0 0 0 d1 i' t3 u- C, j5 A7 t {/ D8 r
- lifetime 0 1000- q' C: J/ I2 h' L5 c
- animtime 0
( G; D a6 J( K7 l" u - bonename "Bip01 Spine"
9 k5 a6 x& L: d& u9 p, p - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
8 `& r+ d; N. M6 g3 I+ P; c0 q) q( j - alpha (0,0.5) (999,0.5) - Y0 ] a) O- M4 S
- randomstart false6 V+ X( n' a7 X
- active true
; ]5 W9 d4 b# P q4 m8 H- l - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
: {# \1 ^% w$ q7 D1 ] - </control>
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4 t5 B. A' g# r; @5 o- <control>
% ?2 E& f' @0 | - unitid 21 _3 q$ j6 | E7 x: x, ~; e
- active true4 o5 B3 |% s; k! \1 V
- startposition 0 0 0& U9 B: S/ N; R7 M! r7 Z8 U
- lifetime 0 1000
% U. x: {* K |( E. V5 ~9 a+ j - animtime 0+ d: C, ]4 ~) R V
- bonename "Bip01 Spine" - O7 x1 q. l! ~; O6 g/ O: U
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ) L0 l) A' Y7 [$ m( P' w
- alpha (0,0.5) (999,0.5)
5 ~/ g( K9 E) J% v$ E - randomstart false
- e. w( g8 |* p* J - active true
0 t9 {4 C% N4 [ m3 x' [$ I - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 09 D( i6 a+ i) N# x! m6 z
- </control>2 w5 D3 j5 [( h' g, O
- # ?- H2 v5 C8 x# s e' @0 H/ o
- <control>! q4 f3 y8 T4 ]4 m, f
- unitid 3& S) I3 A, g0 F- L# k
- active true4 T$ S* z8 J; X5 Y/ r
- startposition 0 0 0( Q, f7 \; x- Z7 D0 q$ @
- lifetime 0 1000" Y8 _. s' v4 h0 p4 n9 A
- animtime 0
0 V$ K& E# S4 w9 b5 R, c - bonename "Bip01 Spine"
( [# q+ _4 g1 D' k' F. M - scale (0,0.5,0.5,0.5) (999,0,0,0)
1 B* s8 P1 K: {; z9 s; U, _' F - alpha (0,0.5) (999,0.5)
4 O5 ^! R5 c4 k( ^ - randomstart false! T) ~3 K& i& ?3 r, `) u9 s/ X
- active true+ p, G" p1 O- U7 b, W) }0 J
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
8 |6 L2 w3 M. U - </control>
4 {7 U& i" t- |8 [0 x1 J( @
, e/ R7 p( l! l3 R3 S2 S- D- <control>
: K6 c5 V& a4 q5 L- g1 O- C - unitid 4$ ^1 [; _5 p' H7 w8 c$ b! g2 H" R
- active true
; L" _# O, E* F1 X$ ]3 S/ W - startposition 0 0 05 B* @# B e/ V5 ]" k7 i
- lifetime 0 1000
# M/ g6 d9 h. e - animtime 0! x( j3 ]# A, V, R
- bonename "Bip01 Spine" ' ^' Z8 z7 t: N! T6 ^2 I
- scale (0,0.5,0.5,0.5) (999,0,0,0)
4 l+ [. U9 H1 K) N; U( w - alpha (0,0.5) (999,0.5) & k/ [5 Y* ?; g; z }7 q, O+ U9 K
- randomstart false5 `" ~, d1 Q$ g$ T V0 Z, r
- active true, C4 e& S: t% z4 W7 |! w
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 09 p" W* C1 n! r2 Z/ C Y
- </control>4 T- U2 S6 n+ M* Q
- 3 [& b' Y! s0 L$ x) a+ i
- <control>3 ^2 M: P$ a3 V; x, t E$ \
- unitid 5
7 A8 q0 o% X0 U - active true
7 }4 V) b6 \" N6 z - startposition 0 0 0) [2 k5 y8 I/ x; ^+ j, J- e
- lifetime 0 1000
- L; z! z- J1 m2 g d7 `( e* k - animtime 1
) o9 O8 T C6 A+ F! T \ - bonename "Bip01 Spine" ; K; i/ L K$ V6 a/ S5 t
- randomstart false& B8 m9 A* Y' @* Q
- active true
' l9 P( |/ J, y2 W6 D - </control>3 }0 l+ H o: M( g
- % I/ l2 j2 r6 B5 {2 ^/ y. g
- </scene>
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1 L n+ L3 H: W2 j- </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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