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% {/ N8 T" M2 L$ e图片可以任意修改替换为别的图片 # O- o( i- e, S0 L. K4 E- u
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) S3 r4 D3 C H4 r% N+ R0 }" E1 `+ g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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7 s. t# e7 B" w' g: [effectdata.024 N6 w/ s" V- E9 a& a
9 e7 c: C A; B" n- <cate> 1
3 A5 v& B8 `: z, p4 k8 Z - <effectdata> 0
+ @5 }! j6 ]. @: B0 i - name sp_yellow_hand( _+ Q+ P8 D1 `' S f2 h9 p& i' D
- unittype sprite
/ r0 R) t0 H- ?. \6 r+ L - billboardtype camera
* a3 [+ O8 ^* t - tailstep 20 0 0.1 600 false
! L) b* W! W3 C1 Q - size 1.000000, o( k2 {2 B) t, O- T
- backprint false
& m: | a5 K a. ]# V - disort false
8 J7 W8 X# T3 ?; e( a! j# u( c" d3 ^ - texturefile Effect\monster\longch.dds
/ d, y3 W$ N8 R2 \7 H - texturepack 2 E0 E! R% C& X% ^& _( }3 I* G5 @
- blendtype add
5 R$ p4 ~9 \3 ^$ b' ^ - textureloop increase5 A% g$ F0 d7 ~- x; g# ]
- texanimtime 0
- {/ q7 k; S, } - </effectdata>
+ t8 E1 I6 C( z4 r
[0 r' l% I4 x! ^+ V- <cate> 7
5 {7 [5 \- `, S8 r - <effectdata> 0
4 ^3 D) W2 E9 |0 x9 ~. P; o - name pt_yellow_short_light_02
& \. a( e! Y4 y% H+ X - unittype particle B* H$ ]. l* {+ j+ p0 f
- billboardtype camera
$ ]! F& ^- C. x- q' M7 O6 m - tailstep 0 0 0 0 true
( p% S. C$ J- @" @9 d$ @ - size 2.000000# X P( Q! ~$ [9 c. d6 z$ X
- texturefile Effect\monster\light01_orange#.dds
6 E9 K# A6 s, o - texturepack ; R& ?7 o" p2 W8 A! [: Q2 _
- blendtype add
+ N5 w4 c# j& A* V! _5 Z" q - textureloop increase0 y9 X' h X; x
- texanimtime 0
! B7 {+ ^, u. H& l8 _ - leaftype sprite
" h' |$ D" X, E* ~6 J8 p - activestate exploderange0 a0 l: D% X2 e
- lifetime 200 200
, f2 q y. _/ x" @9 v1 {! g - emitrate 30& E( Z. u. b: a1 g; c" `' C0 _* V
- maxelementcount 100 |+ W2 N) X$ J& p- s( F+ B2 t2 }
- addrotate 60
# M" U/ w- W; i5 x" ]! f - velocity 0 0
/ q* {' [* y1 ]6 E+ O3 M - acceleration 0.000000
" g2 U4 D5 l( u( Q; c - spawndirection 0 0 0
, Q; x5 B& m D$ ~4 s$ X* K - gravity 0 0 0
; \; Y0 b4 e( Z2 u. ~4 k - colorrange 0.0000002 r% ^: T5 p; Q$ N
- startrange 0 0.5
: L' S% q, l: l8 X2 a, ` - endposition 0 0 04 l. z. k4 v& u
- particlesize 0.5 1
6 _3 E5 E' d9 P: i- l$ v - followdirection false
( J1 R( J) s% _ - spawndirabs true
6 `, _% Y) |' X8 v8 z8 S! r - trianglerender false" g+ `. i& X, v9 f
- </effectdata>
% ~8 i5 v; \6 X - 6 S7 q8 |! q$ h
- <cate> 3
- S) y/ V: m' T! T* N1 j& j, Q0 ` - <effectdata> 0
/ _; o3 X( y5 ?( `4 r- B" q" g( s - name mh_EFFECT_EMBLEM_DRAGON
1 |% `2 R3 d% G" u; A' I' t. I - unittype mesh
7 n9 X3 e5 {+ h1 o# T% S& d3 f3 q - billboardtype camera/ s; V+ u/ b3 a! {
- tailstep 0 0 0 0 false0 J$ w6 V$ E1 m4 O
- size 1.0000003 K' B) S$ F, T" q& p+ c
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
2 |! T1 I" T0 W8 j& d& g* I2 f - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
5 o% T# R+ z% g8 k, _9 W( q - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
( M; ?' b; p6 @% z) ] - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel! u; t" P. z: J
- animlength 02 t k _7 x% e' k9 t: B
- twoside true; V) \! k9 |# e% | {8 q
- mesh_status 0 0.000000 0.000000 ""
( u$ P4 r4 f$ I/ l4 c5 p - </effectdata>
复制代码
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3 K4 s% { S9 `6 m1 e Geffectscene.02" J8 I- A7 A; s
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- <cate> 5 game9 \! s* }" r- c+ t+ f3 _9 l, p
- # ######## EFFECT_EMBLEM_DRAGON ######### #
1 K: Z5 i: ?1 {" o- H- V - <effect>
y8 A/ t" U4 u2 {# D+ i7 o - id 1181
9 T9 D0 n/ B8 h# \ - name EFFECT_EMBLEM_DRAGON
# R- [' f& O" Y% [4 j- a% Y+ N - culldist 2475082071472936200000000000000000.00
& O2 R1 s+ ?3 y' A: ^3 M8 p6 Y - <list>; ?% |* w% ~9 h
- res 1 sp_yellow_hand2 K1 S/ Y2 T% d3 {. M* f& C- g$ |/ u
- res 2 sp_yellow_hand
! J9 U1 J' k1 \; [# g7 K5 H - res 3 pt_yellow_short_light_02; u$ K& B+ O6 {% i
- res 4 pt_yellow_short_light_02
5 t) ~* [4 ~" t - res 5 mh_EFFECT_EMBLEM_DRAGON! E: s$ p; G, M
- </list>, o W6 \: i! r; z8 p& w4 E% m
- <scene>6 M# [ o5 [- N% S a; `3 e
- sceneid 1
7 w U# Q% }! x9 Q: j - name 1
& ~6 ^) `6 ]' s( N% s - <control>
9 S7 W9 y- y' _4 ~% G - unitid 1- H0 t# `3 x0 R* [3 u- \- C
- active true
0 w2 K6 l, x; I4 ] - startposition 0 0 0$ V4 b) b1 l$ E* S1 P
- lifetime 0 1000
5 y: G& F S U6 R( C - animtime 0$ u- X2 A( k' i9 C* x5 m0 u
- bonename "Bip01 Spine" + G3 C) _3 O4 b5 X- o3 V4 o. R
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
) ]3 F. r2 Z) A5 { - alpha (0,0.5) (999,0.5)
9 }7 R% a6 n7 e; A - randomstart false
% Z' e. B( R h- B, K3 ~ - active true9 b7 e/ i9 Q @" J5 O
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0! ~. C2 O3 p, |! [2 |
- </control>/ C' w9 y, I1 b1 T& p: i9 x, h
- # E0 U/ M6 U' @+ O Y8 a( ^
- <control>- ]( Y7 K2 O% _+ W
- unitid 2
8 d/ M9 X1 [$ S' s: e. C( } - active true) o1 U0 F+ q- r4 k1 F$ Y5 L/ F
- startposition 0 0 03 U# B8 }3 ~+ ~- G; R
- lifetime 0 1000# }# B q4 k' V( R( I$ w, }8 x
- animtime 0
+ r4 @1 B4 d- [1 C$ {7 Y - bonename "Bip01 Spine" 1 V! H# d. [% h2 V
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) " k6 j2 G( R& a! W
- alpha (0,0.5) (999,0.5)
: v3 y. E0 j& A5 k3 _ - randomstart false
2 E' L- W2 k( a5 W! H( R$ C- ] - active true
" @. X6 |4 X+ j1 I! e - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 07 N1 z* g: \0 s* M, N
- </control>& ~: q& n3 t$ j7 f) l C" w7 F
; n. S5 k7 m( h: F* y- <control>, r% j6 b# X$ B/ z) f" n# [& @% g
- unitid 3
$ H9 @, S: o4 ~1 |3 y9 G3 b - active true% f! l5 G8 R3 G: C9 c' m
- startposition 0 0 0% g; k6 M3 W, P( H" u
- lifetime 0 1000
: J; k, H8 T( K1 T- @ - animtime 04 }5 D5 C/ n* v0 D7 N
- bonename "Bip01 Spine"
+ H6 S& A* l/ V3 n; n& e9 v - scale (0,0.5,0.5,0.5) (999,0,0,0)
% K% u% _" b8 G0 q( ] - alpha (0,0.5) (999,0.5) / B5 W0 W3 j0 W. L. u) w
- randomstart false! \8 B; Y& O1 P
- active true
1 I5 ?) [$ Q. ~ g- Y e3 n - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0; ?: K8 G* L" b& m9 f0 p
- </control>
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% v; s7 W. ]. k Y5 v) _- <control>
- @) c4 b# I0 ~$ l& x/ k - unitid 4) P9 J9 A6 m8 N0 \% B) u) _
- active true
+ t# @+ r# N! v) F4 l - startposition 0 0 0& h5 h* D$ _% o# X1 B- g6 M% t3 f
- lifetime 0 1000! ?6 y4 w; | G
- animtime 0
8 d) j: s9 f0 F+ s - bonename "Bip01 Spine"
- s' T7 ^7 U0 o8 Z S2 y# Q - scale (0,0.5,0.5,0.5) (999,0,0,0)
+ C5 g- `4 ~: Y3 P/ k8 B - alpha (0,0.5) (999,0.5) , A9 f7 C. n5 p; l: |% Q z
- randomstart false2 }" `( {+ |5 o0 N1 G# n
- active true3 o. k7 h, \& p0 s! z
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
! o/ L* b" [+ g2 w: k% g6 e - </control>( C! T. _' W4 }6 ?6 l7 e
# y7 n3 x/ ^0 s1 t* U- <control>
/ Z5 g. M0 D, M1 t7 A - unitid 5
0 z$ p) `1 a8 S2 n - active true
$ _3 O0 n7 N2 _! t L3 ?: f. { - startposition 0 0 0$ p( r8 _# P9 c
- lifetime 0 1000
0 y, N3 a+ n; A2 A8 D% p# t - animtime 1# \; q7 {5 d2 j( T& M
- bonename "Bip01 Spine" ( T) V' w# J8 Q" j% y0 p% z
- randomstart false) ^+ _% D" c5 Y- ^- O8 M
- active true7 k8 S6 q1 ]/ c# m( @' c
- </control>
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- </scene>
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- </effect>
复制代码 4 m6 L# Y9 s. `
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特效.zip
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