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图片可以任意修改替换为别的图片 6 _% |* G) ~+ l. D% l3 {1 w
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; G* \1 k! S0 L) A) m f注意下面代码不要直接替换 这个是需要手动增加进去的* E' a6 m) x+ D2 p. I
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effectdata.02
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- <cate> 10 B- \$ S9 v- `2 G
- <effectdata> 0
/ j) \ ^, `9 ^ - name sp_yellow_hand4 l$ R- M# N2 v/ @# m q3 b4 O
- unittype sprite
: a" |( H! l# Y2 {" |, \ - billboardtype camera( V# I" |0 A. o, I& p
- tailstep 20 0 0.1 600 false
) w" t9 r9 a; E( [) m8 H - size 1.000000
7 K" q; [# [# o; m - backprint false
6 Y8 p& {/ ^$ _3 l - disort false3 Y) ^9 k3 G) s) M; [
- texturefile Effect\monster\longch.dds
& c. x$ a$ N/ r" f - texturepack
0 m6 [, |, A7 @7 f6 E- Y - blendtype add" X1 T/ \4 ^( L; Z+ o
- textureloop increase/ `, ]3 }& m1 \, }
- texanimtime 0
! \& a7 W+ [7 i- K8 l9 R; X - </effectdata>
3 a& U1 j3 n" M' d9 e - ; u% A0 N( \2 G" K7 l- D: f; Z- W# W7 s
- <cate> 7
& T; j8 R! a7 y# Q1 x - <effectdata> 0
) K% E, d ]: w2 M& c p - name pt_yellow_short_light_02: o# ]- r; r. Q: f! m, F
- unittype particle
9 T/ I" a: E9 ^! L6 b1 p - billboardtype camera- ~7 u- i, I% G$ B( i8 f
- tailstep 0 0 0 0 true1 Q: Q3 t, f/ G" K9 v9 { h8 ?5 w
- size 2.0000005 V5 r9 z1 x" x) _2 j, l5 B& `6 H
- texturefile Effect\monster\light01_orange#.dds: J, v5 B+ n! Y" H
- texturepack # a5 U+ p- H3 r8 s
- blendtype add
% {2 Y& C4 q# Q; m. A( U - textureloop increase3 q$ U, C) P) _; l( k0 ~. O
- texanimtime 0 @ z: J4 T) i; e
- leaftype sprite
) P/ }# P6 A. n; W - activestate exploderange8 y+ m6 V7 A& V* o
- lifetime 200 200
6 S" t) e; n# I& u7 o/ U0 q) A - emitrate 30
* n) N% ^- s& L/ v - maxelementcount 10
% m- ~" y( t2 Z" |1 l - addrotate 60: s( D [3 { m* C) H4 o: i2 p
- velocity 0 0& q+ S: w+ }" [3 h
- acceleration 0.000000
5 E5 i5 |: c% }! l+ {9 g# A - spawndirection 0 0 01 }, y: S; f5 I* m9 f+ P2 B
- gravity 0 0 0
' U0 g0 K; t8 c1 g% ? - colorrange 0.0000009 a, F/ ]9 R3 r$ |% S% H
- startrange 0 0.5* n. D2 `9 S" ? S) g3 Q( b2 m6 ?
- endposition 0 0 05 h/ p- l/ ?; [# V9 N8 C
- particlesize 0.5 1; E5 Z! G2 O; |7 }! @0 M% N
- followdirection false; F" Q5 V( G! ^+ k" h
- spawndirabs true2 ^( W$ _8 O# C9 s
- trianglerender false$ I$ L$ x2 Q8 j* N n8 B/ M( j0 o( m
- </effectdata>
- J5 k1 @* G- ^/ z/ ]( Z) p+ u - 3 j) U7 C+ |3 |- ~
- <cate> 3
' P6 Q* w9 |- k5 { - <effectdata> 0
; D C$ m5 w2 S- T - name mh_EFFECT_EMBLEM_DRAGON# d& w2 @- H+ Q: \
- unittype mesh
5 k$ Y& L5 C) D0 a3 f - billboardtype camera
) [% x# B$ S& r+ s, [ - tailstep 0 0 0 0 false
+ I8 I! |' V3 U7 ? - size 1.000000. T* y5 l* t0 ?
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
, i" o* B2 W7 r3 b - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
/ B! M, y3 w2 h9 s& l - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
2 X/ { }% d9 {$ y. B - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
' g; S) U) e3 t( M - animlength 0* U/ D4 {; X/ |0 r x3 C% z
- twoside true
5 w7 M, e0 x6 V; s4 M - mesh_status 0 0.000000 0.000000 ""
8 M: A2 k/ @8 n9 w* z - </effectdata>
复制代码 7 U7 F: x: F; p1 S
$ Z& [4 L* F" F& I) ^2 I3 p4 ]9 ?* m# }4 }effectscene.02
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& I. K8 k1 [( O8 I# r- <cate> 5 game4 k; s) {) J0 n6 s# b3 k/ O% [
- # ######## EFFECT_EMBLEM_DRAGON ######### #
% p3 A0 f8 P( \7 L0 m5 ~+ I - <effect>
0 S9 n, X% k# C/ v* N, L6 A: S - id 1181. x% [) F" P. \( x0 O8 Q
- name EFFECT_EMBLEM_DRAGON8 I7 l3 I# o6 I7 M% e6 g
- culldist 2475082071472936200000000000000000.003 ^7 L. C& k# N8 U' P x4 `' T( C
- <list>
( Z$ g. L) N' @3 n/ ]5 v# S; c1 o - res 1 sp_yellow_hand6 x8 C7 f) _2 G+ t
- res 2 sp_yellow_hand
' k' }# f3 V& j6 D4 j - res 3 pt_yellow_short_light_02: B/ R R1 m$ t
- res 4 pt_yellow_short_light_02' @3 j6 M( f' c7 R& h: a# g0 R
- res 5 mh_EFFECT_EMBLEM_DRAGON; u- J% T1 C ^% y% _; t9 Z% I( |) ?
- </list>9 G2 N' e# x. W' i2 p) I1 S4 n8 y
- <scene>
1 |7 L+ U8 `0 M( S/ V - sceneid 13 N C; U6 y% E5 f/ `
- name 17 _( e! S) x0 `. G
- <control>
# C# U$ r# ]! [# s1 @9 v/ z- {: \( R - unitid 18 E' j- I* P- `
- active true
$ U( F5 i: J6 J9 T6 i - startposition 0 0 0
d, v4 n( G4 x( _' Y( ^! S+ j - lifetime 0 1000" Q7 z$ N+ G/ v: P l
- animtime 05 Q; d9 p0 g2 B; @- g
- bonename "Bip01 Spine"
. q; K: k4 J6 A" [4 B# f - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 3 `5 p0 f" y! @( z
- alpha (0,0.5) (999,0.5)
5 M, a) e0 n; @1 H6 }4 N" } X - randomstart false
4 {# j0 ?- r5 x3 _2 X+ H - active true$ b# c* i, h; @
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
& S+ t5 A( G: k9 L E - </control>
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3 X# ]5 ?: e0 k2 d. [$ {- <control>
5 X8 H# A6 J5 z; G9 _4 D+ ?( G& y9 c3 G - unitid 2
' e/ `1 ^' _" \9 c$ Z. [; b8 w - active true% k/ Q4 G U( }$ |: j* s
- startposition 0 0 0
0 h2 [7 h, f8 t2 D - lifetime 0 1000% H/ |' E6 ~, ]* f: n# ^; P m/ K
- animtime 05 [. s3 V) w+ d7 i
- bonename "Bip01 Spine" 2 ~% ?* S' b! r4 d, {
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) # U+ ] l4 y2 g; u( L
- alpha (0,0.5) (999,0.5) ) \$ R) k: w7 L( _
- randomstart false4 }" R! h1 @: A- c2 m6 ~+ e
- active true( L, Q4 p: x) X8 _ }+ ?& I
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
0 m8 G! Z6 ]. n+ A7 [4 m6 P7 U - </control>: j0 P \. K5 O' o
- $ U$ p+ E* r8 P7 F8 M$ X
- <control>
* `1 N& B" N7 d2 | - unitid 3
3 ~. x# }' e z3 w$ k0 X - active true5 R6 p7 x4 d& k2 h _8 ^/ X+ u
- startposition 0 0 0& ?5 q4 E0 z0 u
- lifetime 0 10002 J) N3 M$ ?* e# Z! Z% S7 }% ~$ u
- animtime 0# C f9 M# b2 f; D* l
- bonename "Bip01 Spine" 7 n; k, v9 O+ e
- scale (0,0.5,0.5,0.5) (999,0,0,0) 6 ?1 U4 k, x, [! `) d
- alpha (0,0.5) (999,0.5)
5 [) d$ q; I6 b7 Z4 R& M3 {7 ?7 d/ W - randomstart false
+ I6 |, }. Q# M; [3 u - active true
/ p0 `8 O% v% ?( x- B) d7 f" a - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 02 K! D4 O0 `3 }+ ^
- </control>$ A8 c5 A6 V ~/ v5 Y
5 R2 R, J+ h, V! W r( R# G- <control>
3 S' s8 G0 e3 W2 I( O - unitid 4& f- n! o! C& H( o l1 n* H
- active true
f- L) d( K3 ?2 W) O - startposition 0 0 0
% J, Q& H, U6 k: r - lifetime 0 1000& X% k5 N9 {3 K, U# Y
- animtime 0& {% K* I; F5 Z
- bonename "Bip01 Spine"
7 r" @1 I1 V, d8 I; G# X4 ^ - scale (0,0.5,0.5,0.5) (999,0,0,0)
+ s( ^& x6 \! A$ o - alpha (0,0.5) (999,0.5) s4 o1 h7 n% g9 x Y% v
- randomstart false
$ {& D1 \1 r& A* `' [: a! ^ - active true
& \; ]- m) j% s - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0# X( i+ [3 J0 z& P
- </control>
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- <control>
' h* f' }' X* A- `3 K7 @1 A# U" {- s - unitid 5& S5 B0 D$ o. m4 I( H
- active true
, ]/ @& ^$ f' w2 j& j - startposition 0 0 0
0 O. l7 V! D4 w5 I. y: H - lifetime 0 1000/ P, T4 l v4 w" {. @# }
- animtime 1
9 J; p% A. A$ Q5 |4 p! S/ D" a - bonename "Bip01 Spine" + M0 s9 U9 v) T! p4 c
- randomstart false
" T& O c7 m+ u - active true& v9 {& n, r! r& |
- </control>
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- </scene>$ [. g0 R& H8 {3 w( i# _# t
H8 v$ L8 A2 P4 u- q- </effect>
复制代码 4 f& w) k& N7 ]3 @* t
# D/ ?8 n% u' g( ^1 f
特效.zip
(408.85 KB, 下载次数: 0, 售价: 10 贡献)
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