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图片可以任意修改替换为别的图片 ; K' [! W6 q# i, N0 u3 ^$ `! r3 z
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* ?* J; Y* Y0 z8 d% A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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6 c' Q6 X5 l2 t$ a+ }7 Y" d1 leffectdata.02
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- <cate> 1/ p' c; Z7 l1 k: q" r& u* F* _
- <effectdata> 02 G& T) |9 }6 {& O" k9 ]$ U! o
- name sp_yellow_hand8 G4 f2 z, C0 x9 \! ~
- unittype sprite
7 n: l% V8 F/ q; U. x - billboardtype camera
9 z/ F0 Q2 i& q; h - tailstep 20 0 0.1 600 false0 o1 L5 r$ R2 ~1 X8 m/ c+ P! d
- size 1.0000008 G! \- |- }. t2 ~8 G+ w* y5 h
- backprint false
3 T' T( s% l3 q! l- {5 x" S$ y - disort false* k. Z6 h: N: s4 `& T3 C7 f
- texturefile Effect\monster\longch.dds V+ H g' b: D; L4 v) s- [+ {
- texturepack
5 U+ d3 d( P" E - blendtype add
6 m- s# M9 [: r6 m2 g9 T! R - textureloop increase4 b" J/ z& ]( s. _0 u9 ~2 R
- texanimtime 0
8 L! g: K8 G) g1 i! U& L9 A# R4 j7 \ - </effectdata>4 P0 s3 s4 I0 C0 z. Y
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- <cate> 76 |: p" ]7 a! Z- O9 r# C3 ~
- <effectdata> 0+ w9 u* k6 Q; d7 I
- name pt_yellow_short_light_02# Y$ t" N2 n( @" |! e
- unittype particle
5 K: j4 k* b% @ - billboardtype camera
7 D! ^5 ?( K" N; d& }/ k - tailstep 0 0 0 0 true8 \) \: ]: p! c1 w
- size 2.0000001 [/ I0 z, G$ i% z) {- w7 Y
- texturefile Effect\monster\light01_orange#.dds
6 i- K- K% B! ^! ~4 ? - texturepack
4 b' P& O6 {* R/ V1 m - blendtype add2 G1 l3 P, C1 ]! y6 b1 z% R+ T
- textureloop increase. h2 W4 `7 X+ M5 O
- texanimtime 0
6 Q) H) F8 f( [4 D9 K - leaftype sprite
1 ~. T# g S+ Z( Q+ c5 j; y - activestate exploderange( A9 ?# M& d; k9 k. r( M. F# K w
- lifetime 200 200
' c+ H* Y- c& |- J: t- H% X# O - emitrate 30
: s2 ]( A& e, E& C! F7 i5 ^ - maxelementcount 10
. E4 p- O$ U3 O" P' P - addrotate 60$ P7 N6 v. m* K5 m; X
- velocity 0 06 z& Q' |% m' b% h m. x2 h
- acceleration 0.000000/ V* F h# C! k4 p6 X. K
- spawndirection 0 0 0
( f @; X( x7 O: H F - gravity 0 0 0
. a; _' Y. Z' B% }4 o - colorrange 0.000000* D8 K3 C$ g! a. c
- startrange 0 0.5
o' D( @" F2 G u' T; S - endposition 0 0 0& S0 }5 h/ h, o" }; u- L+ d
- particlesize 0.5 1
# M& v4 C+ z4 A - followdirection false
, E/ w) Q; @/ y! Y \, W - spawndirabs true
3 V% J2 y& c& J0 D - trianglerender false# @( s, Y$ r' e# f) j& y1 p3 ~, Z. L
- </effectdata>
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- <cate> 3
. p0 t; P* ?+ v2 C - <effectdata> 04 F3 T3 |7 d3 t, a5 ~& N
- name mh_EFFECT_EMBLEM_DRAGON* s3 r: F- Z2 C9 x# s
- unittype mesh+ n5 a) q2 I' t0 \" R2 z
- billboardtype camera
. S6 O: n0 s9 X8 o6 ^$ P! I - tailstep 0 0 0 0 false
) t5 H3 e1 i+ s* V+ n6 n- ` - size 1.000000
2 l3 O: Y. ~4 _; c. u1 T0 z - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack0 X) G X, c1 h" X* T
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh, K0 p9 c. s8 l* M
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim+ O4 c; G9 y1 o; w# S
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
: l8 Q/ I/ \! k# T( Z - animlength 0
2 o5 ?. y( v: q' Y9 k0 J - twoside true* s9 S. S' d& J7 a& _6 G
- mesh_status 0 0.000000 0.000000 "") y& p" D3 v, A" A( M
- </effectdata>
复制代码 # D& N" W6 u1 ^; V
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effectscene.02
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+ Q! A# `) i- s7 M+ }- <cate> 5 game' G- P) C; P& X0 \/ ` u
- # ######## EFFECT_EMBLEM_DRAGON ######### #, W) J5 n H" _
- <effect>
3 M5 V. G9 G1 q& Q1 Q0 W - id 1181
/ `+ ]* o8 u7 r7 \& r! | - name EFFECT_EMBLEM_DRAGON
* y# f) @/ w2 I5 Q: a' a! c) M+ ? - culldist 2475082071472936200000000000000000.00+ S* C; I+ U2 u% K
- <list>$ I; `" k! v0 f" i; E5 K& R
- res 1 sp_yellow_hand, e. I+ B4 s4 H; k9 C/ m, H
- res 2 sp_yellow_hand
* P% c4 ~& l$ w- J1 ~& S$ Q) E - res 3 pt_yellow_short_light_02
6 @- h/ W9 t$ O$ c - res 4 pt_yellow_short_light_02# o# D- K' Z1 ^5 M# I# _
- res 5 mh_EFFECT_EMBLEM_DRAGON
8 b" ~* I5 B0 T% O - </list>3 B& f# ?% L3 E( {. F
- <scene>
1 X) \3 o/ W+ w - sceneid 1
& ]( a6 ^; k8 k+ O; F ~ - name 1. ]* b0 R$ E/ C: g2 l
- <control>' E8 X$ Q8 |0 q+ _ \
- unitid 10 s: T, p7 z9 n* s
- active true0 B! Y* _- R% }
- startposition 0 0 09 @3 E& G' b! u
- lifetime 0 1000
) _" ^$ S+ a' V7 W, G. a. B - animtime 0( S- F; x4 q P+ F- }
- bonename "Bip01 Spine" 6 j, s+ S) V5 R7 h: c( g
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
i$ x& V( B: `( W$ _' i2 } - alpha (0,0.5) (999,0.5) 2 T2 V+ {8 j% ~
- randomstart false* g6 D4 ~6 l2 a+ N
- active true: j* P% K, _ U3 C* o4 V
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
g& j! W# @1 c' ] - </control>
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% q2 Q( E; N1 F- g, ?3 U- <control>4 C; T4 Q. s* _- h
- unitid 20 A9 N( r* y! H8 ?* s
- active true
4 ?3 w/ ?* f I2 W. ?3 q - startposition 0 0 0
+ u/ k# `# {: I r$ Y - lifetime 0 1000
0 j7 _+ `; _- z1 R( j6 l( p7 Y0 s - animtime 0
- Q% G8 U' S) E% G2 H* A/ T - bonename "Bip01 Spine" ' K- a2 c; n8 f
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 2 i, C# k$ g/ w+ h' l' E7 n# e0 x% o
- alpha (0,0.5) (999,0.5)
! J$ a6 P7 o8 E* O4 `; f - randomstart false& q) k9 V7 g* o0 c6 d
- active true2 ~3 k& A0 C4 l* S
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
# y0 b: |7 O5 F+ d; X, f$ ] - </control>
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6 W9 W& t& m% Z! u$ \; i; K- <control>
& s1 @5 |" w! R; w: r - unitid 3. m! K. M, D8 m. Z, O o
- active true3 r$ ^% d6 ^( `
- startposition 0 0 03 z$ Q( \" k7 r% A. {
- lifetime 0 1000) X2 \* B% ?& p: C1 s
- animtime 0
* E. w/ j: B0 I2 |7 \' J& s - bonename "Bip01 Spine"
- z; Y. ]& v0 h: R. S - scale (0,0.5,0.5,0.5) (999,0,0,0) $ R# n2 t7 w" |
- alpha (0,0.5) (999,0.5)
# c/ s% ^% ^ {* c& j - randomstart false
6 h) A! V- o- ^2 C6 N - active true9 h: x: Z5 _$ C' S9 J: @+ U7 P
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0! s) d6 M9 Y, T5 x" `. R) j3 Y
- </control>
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* @) ^) N9 x' g8 i- <control> k. R a) e4 j; G6 @1 r0 |
- unitid 4! ]7 V+ K8 S! K! w+ f9 V6 D' c0 I
- active true
' t* @5 c# d! b7 u% x1 G - startposition 0 0 0
! [/ \3 j: {3 s& b7 Y' V - lifetime 0 1000
% z! _& C: }) C3 t3 Y - animtime 0! K/ F; r- Y9 E0 W3 R& d
- bonename "Bip01 Spine" + b3 t& P# i+ r7 i- r. F% d* Q
- scale (0,0.5,0.5,0.5) (999,0,0,0)
1 L4 [2 q, ~2 P1 f+ n - alpha (0,0.5) (999,0.5) 3 k( n1 z6 k1 K
- randomstart false$ E; K& {3 K( Y" _$ X$ ~) ]0 |, n
- active true
( H6 { N! T- }2 N - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0 N" A( Z) k) K; p, |
- </control>
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- <control>
# R, [' \. E- @4 c4 C - unitid 53 Q% s ?: ]+ i2 O
- active true
. O& i, w: O8 I: e$ H - startposition 0 0 0
' d' S H/ F( Q - lifetime 0 10005 n9 z2 D8 }; X9 D
- animtime 1
7 a/ w7 E( _+ k( s& a$ c, l - bonename "Bip01 Spine"
- }8 i: }- z$ V/ Q/ n$ R - randomstart false
! S, }/ X4 \1 ?9 d& y/ ]- g2 v - active true# a- `/ c$ K p9 T' J- p
- </control>2 e3 I) ^. H+ L- {
[3 B$ K, e7 H( o- </scene>; G/ i8 T/ ~1 }8 w! v
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- </effect>
复制代码
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特效.zip
(408.85 KB, 下载次数: 1, 售价: 10 贡献)
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