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2 [1 {0 g$ `& T' l) }1 c图片可以任意修改替换为别的图片
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2 w9 U& r; M7 N0 s0 c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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effectdata.02# j) ~) Y- ?2 I2 Z) O
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- <cate> 1
- P0 T9 U( @' ?( P - <effectdata> 07 m2 `8 ~4 [- |5 Y' V W
- name sp_yellow_hand
% J* n/ @9 l9 r# _* ?; u - unittype sprite
; y, j. A+ U# H9 W$ B* \/ q) W - billboardtype camera& ^6 j+ O9 V. V* @1 v! A+ F/ j
- tailstep 20 0 0.1 600 false' i0 V3 W+ {( D2 |8 U g
- size 1.0000004 c5 |! L- ]' e% h
- backprint false K, h+ h1 E3 t" ]- `# \( _
- disort false! s! C+ y; u" y+ \
- texturefile Effect\monster\longch.dds- m7 l3 k6 c B8 n& P' [! J1 c
- texturepack : m$ F# E& ^! [
- blendtype add+ I$ P, @1 a* o I
- textureloop increase
s3 s' j# _. w; y- l& h - texanimtime 0
6 j- Y; U) G! m+ F4 W- U$ X - </effectdata>
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7 m5 N- z' P3 @- <cate> 7* n& U( k5 X1 f6 i, G6 J
- <effectdata> 0
0 n; }2 n: {! U% o! @ - name pt_yellow_short_light_02, G% s3 b! s* X! G+ N
- unittype particle
' @& s6 _& k# q6 i4 W - billboardtype camera/ _9 @5 Y' M# @8 R1 j' }, l) x
- tailstep 0 0 0 0 true
. J3 z( z% g3 U% e+ L0 K - size 2.000000
?- R$ m" n5 ]( ] - texturefile Effect\monster\light01_orange#.dds2 u7 f1 b9 t, t2 Y
- texturepack ! W- n/ h( @& n4 d* t2 z9 F! [
- blendtype add' x$ T- j' ~2 ^+ f5 O
- textureloop increase2 F) L: c. U) w8 V. P' p, h: s
- texanimtime 0# g' O- ]. J8 g
- leaftype sprite
5 u* V- ?8 {( ^7 z6 b4 I - activestate exploderange
6 N% c2 B/ g2 j k% } - lifetime 200 200
+ J) y4 n/ z5 c: ?6 V/ @4 c5 y, U - emitrate 30" k3 d6 x t" Z7 S+ e, S0 c( Z3 L
- maxelementcount 10
$ h2 s- Z- X5 v' p- r" y - addrotate 603 g! q+ d: l6 \% _% \; A2 E) Q1 C
- velocity 0 0
0 F2 x" D' l7 [, `, q8 ~ - acceleration 0.0000009 @9 R( ]( [/ \+ j# U0 H: s
- spawndirection 0 0 0% }( Z) N6 t' t0 m' w
- gravity 0 0 0* ]; Q! ?- P/ k5 r2 {7 H: y, {, U3 I/ t
- colorrange 0.0000005 M: J8 n& o' c# B) [' {
- startrange 0 0.5
& D( _' Q' N1 [8 F* ~" f* k0 a - endposition 0 0 0; F' M# N& v& R( G/ a ~
- particlesize 0.5 1
" Z# C1 n# `0 B" s3 z- h+ } - followdirection false
4 N) x. k4 n4 v) ~ - spawndirabs true: u. R; q, ^' j- A
- trianglerender false
! `4 `' I3 @5 J9 t. y" }- F5 X - </effectdata>
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! @' t% Q2 k" f/ a! w: V- <cate> 3
, l4 b, a1 Q: e/ ^ - <effectdata> 0" x4 n7 n' P+ @! }/ h9 }
- name mh_EFFECT_EMBLEM_DRAGON; @- Y. L9 ?- }, u# Y
- unittype mesh
9 [+ R; X& B0 v1 {! v$ A& Z, t - billboardtype camera
" ~5 _3 f( V% ] - tailstep 0 0 0 0 false2 y( t* b$ c' l1 y, G/ Z0 e
- size 1.000000! J1 r9 H4 m) L( z# `9 B2 _2 m$ X
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack5 A* ^6 ]; L3 T0 P' c) v
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh; Z# L! U* T. `' n$ x
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
5 H* X3 z6 ^: A2 |/ _' ~ - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
, Z$ l, i+ K7 l& |7 ^; i - animlength 0
" d! z7 {5 L1 Q; R* o - twoside true
9 k( V2 f1 B8 L' @# H+ U& q. W: B - mesh_status 0 0.000000 0.000000 ""6 w3 j i2 O t& s$ T6 v& R+ x+ @3 W
- </effectdata>
复制代码 ( b! z3 L+ d( E3 B. b' M7 N
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effectscene.029 k# ?* e, J4 N/ ?. v5 _+ [! E
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- <cate> 5 game/ W" u/ n1 W, r5 s
- # ######## EFFECT_EMBLEM_DRAGON ######### #
/ u6 i7 K; _% b! \2 ] - <effect>
! h# Q( Q+ t# [/ n3 ^) x6 R) x - id 11818 m# a% T) Z8 o$ M0 o+ |
- name EFFECT_EMBLEM_DRAGON
9 ~* y8 Y/ j7 q; l) V' E - culldist 2475082071472936200000000000000000.00
* U+ j! I1 _" S/ L - <list>
. O" q6 |" x0 X+ C$ @5 x. e) D - res 1 sp_yellow_hand& O" D/ x- {, m; Z: v9 n: v
- res 2 sp_yellow_hand
4 V- W5 e- ^% M& E9 Z6 k - res 3 pt_yellow_short_light_024 ]: \& V- M, L2 X7 z; J3 ]
- res 4 pt_yellow_short_light_02' `0 w5 Z: q' c5 b2 z' Y" N6 w& w+ G8 G
- res 5 mh_EFFECT_EMBLEM_DRAGON
. ]6 z1 n0 b2 j7 D1 \, g' D; { - </list>
% c+ \. N$ R G" i. F5 R' l - <scene>( V7 X9 d- ^4 h4 Q2 G8 K D; l
- sceneid 1
4 X% a+ [0 F* u* t2 G - name 1$ |3 \& \) I: g, R
- <control>
$ ?+ ?0 f/ O! C' ] - unitid 11 d( L3 _! [' z
- active true
' R- N3 I" l+ q' R - startposition 0 0 0
- Y" {+ [- W+ z1 x& ? - lifetime 0 1000
, `( U! |9 `+ {' Q! l3 M - animtime 0& d7 e5 s% c* S$ q/ `3 m% a4 g% N; s
- bonename "Bip01 Spine" 0 x0 k: ~# ^9 n3 U/ [9 {9 a
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
/ ~7 W. N0 k% d w% D: l2 E" i - alpha (0,0.5) (999,0.5) . W* _- Y4 ]# |
- randomstart false/ n, }! S5 c- O6 u; v& R, \
- active true
1 S9 J F. P, ?* ^, ? - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 07 n" S$ ]" N& v! t1 A; y% N
- </control>
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- <control>
" g( R1 L* K2 X. ~ - unitid 2
0 F2 c2 P8 f# Y: k. ~ - active true) o6 n9 @& y# s/ k& {2 n
- startposition 0 0 0; z. x# ~, }& R
- lifetime 0 1000
. J: x, T# @4 o# F - animtime 0
: [: L% q: M8 X: B - bonename "Bip01 Spine" / }5 s3 G; o) E: R
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) , }- j5 t0 |' [' Y
- alpha (0,0.5) (999,0.5)
4 c+ k% X6 }4 J2 o% j0 D - randomstart false7 ^1 e- g6 \ P( z. v3 M
- active true' W% S& G8 |* Q6 y8 k( X/ ~
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
: w! ?% O2 V5 X. w - </control>
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- <control>/ u( |2 C2 K) I6 G7 A
- unitid 32 U `$ Q# L% j6 P9 g `. ?, q* `; p
- active true
7 z1 ?. ^, i# V, K8 U - startposition 0 0 0* ]) {7 ? v6 u
- lifetime 0 1000
8 n! }- r. B5 L% Y0 H$ K1 N8 x3 f - animtime 0( K# W0 V9 L0 A- [! z) H- }
- bonename "Bip01 Spine" O' D K" N8 J4 G% l
- scale (0,0.5,0.5,0.5) (999,0,0,0)
% P. k6 n4 T$ \8 a3 t9 Y - alpha (0,0.5) (999,0.5)
/ R8 D& p3 K' Z' d - randomstart false0 S4 H/ F2 k5 m
- active true
. u4 E0 N) Z( R# K& A8 @- _& i - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 06 [+ i+ v% H: }3 C/ D
- </control>+ q! B! j9 S: C* f* c8 L! F
- ' B0 @( |$ ~: q5 E$ ?8 D
- <control>& m& T. u! k1 A1 L
- unitid 4/ s+ d7 K7 g: X( }2 p5 d6 E
- active true1 e, F6 H% W( B
- startposition 0 0 02 z# E7 Z1 ^, F
- lifetime 0 1000
2 g# f# i8 {" _. B( w - animtime 0- S, W3 r$ A# K, ~
- bonename "Bip01 Spine"
0 k/ ?8 _4 s$ r7 e5 u% g8 A - scale (0,0.5,0.5,0.5) (999,0,0,0)
: Y) D0 w/ D. D8 m$ k7 ` - alpha (0,0.5) (999,0.5) " q: C4 t4 J) _4 f e/ ]3 m
- randomstart false
- O" Z. \: j' k$ y) B$ z - active true
0 p9 T9 ~0 S0 I( u1 J# Z6 H+ d, T - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 05 r! Y/ k5 a3 B4 O6 y
- </control>
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- <control>2 Y+ f, o$ U3 e5 z# G
- unitid 57 @' N' ~5 w# K- i! e
- active true
& ?* h8 b& [$ X! \3 V6 O - startposition 0 0 01 v- O4 p) i4 u6 |- l# Y
- lifetime 0 1000
( U, I+ i" T1 r ^9 T9 ~0 i& t - animtime 1 K3 P( I6 U/ a! C, Q/ C, I5 ?& f
- bonename "Bip01 Spine" . n/ ?: v, r4 o6 J" a
- randomstart false
+ P" s l" U: U/ c - active true
/ P5 S3 d& R [: _) | W$ C - </control>
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$ k, J8 D- G5 P4 p/ i- </scene>
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- </effect>
复制代码
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特效.zip
(408.85 KB, 下载次数: 4, 售价: 10 贡献)
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