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* k' d) C2 z: o6 x+ {8 O; Y图片可以任意修改替换为别的图片 3 ^4 D5 s/ ~% R! o* A
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9 }6 ^/ H4 p4 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
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effectdata.02
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& q7 W3 E+ H. m0 o1 k) `- <cate> 1+ x: `/ l) G/ t& E0 ]- W1 f% s
- <effectdata> 0
1 D0 }) g* I! F; e& y - name sp_yellow_hand
; i3 c" K6 ^3 }# X5 j6 S+ b& L; ` - unittype sprite
/ @: B& L2 r0 x/ T- _0 X: o4 Z" W3 t - billboardtype camera
) O7 t0 Q8 q9 g5 d' {7 s" [! U0 H - tailstep 20 0 0.1 600 false
: v% r) x# f. B- d2 X q - size 1.0000008 _. \8 d+ p7 q* }9 T9 |9 R1 Q
- backprint false7 A" R- O. o3 @ Z8 G
- disort false
$ |5 G& q$ J5 @4 [4 L$ @, J l - texturefile Effect\monster\longch.dds& f' T/ X: _$ f# W( V) k
- texturepack
5 X" {) y+ K6 Q$ f$ k( I - blendtype add, |: q% H! _: f) ~0 x: e4 m
- textureloop increase
4 m* F ], T* A, {( A9 V - texanimtime 0, S c5 {% W' A) Z- m
- </effectdata>5 x& A% _8 ^1 i# E# V- ~1 [3 O1 I, P
- 8 w- [0 F. X( R) H4 m5 s* ^
- <cate> 7- Y& ? m8 @9 p; G) ^- ?
- <effectdata> 0. e% s# o$ y8 k# l
- name pt_yellow_short_light_021 h. T a; E( M4 n4 b+ h
- unittype particle
, y% v" _, X( Y2 ~ - billboardtype camera
4 X* a; [0 i2 A2 | - tailstep 0 0 0 0 true+ u% o$ J. C' g7 J/ m) N P; `
- size 2.000000; r- h! m5 f2 K; q/ D: p7 i
- texturefile Effect\monster\light01_orange#.dds% h* W, W3 e) v# v7 ?
- texturepack , n. t2 p1 F* z& m$ O W5 f6 i
- blendtype add& Y2 x! i5 i# i0 @ A7 I3 E% L
- textureloop increase
. x) f' {; F' V. _# ~% ^ - texanimtime 0
% k% B0 z/ [& H% f/ E8 K* _5 c M/ C - leaftype sprite/ w# C- i( r4 D
- activestate exploderange9 W. T9 B/ I( |5 x* S- _
- lifetime 200 2008 T: B2 N9 r* ^6 E
- emitrate 30
3 K5 l$ |: Z9 U/ O8 K; C9 k1 t - maxelementcount 10
' I7 A1 E$ D8 h0 c - addrotate 601 @, @/ j( F$ J' h: |
- velocity 0 0% M/ ~6 ^1 I! ^5 v/ I
- acceleration 0.0000003 G8 _# g% I9 R' ^4 }
- spawndirection 0 0 0
; \) F) Q6 _) B0 p x! I) p' F - gravity 0 0 0
, J7 b g1 z r0 F; a. q) @ - colorrange 0.000000! G: z8 W0 P! A. U2 V8 B, w1 s
- startrange 0 0.5% ?. L: Z& f0 k4 G
- endposition 0 0 0( H. d4 _' m" F
- particlesize 0.5 1! b6 D* e/ l2 a8 u8 F
- followdirection false2 B) @ b9 Z" Y: S( ?! y
- spawndirabs true
x. n" ]" z! L - trianglerender false: s' c8 N; F2 y4 f4 v
- </effectdata>
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- <cate> 31 U7 w3 x6 O! k6 [+ U$ K# z) n
- <effectdata> 0( d/ x& b9 m6 H, @+ S2 C7 l6 A
- name mh_EFFECT_EMBLEM_DRAGON8 R p. }$ r! n' C7 p4 G
- unittype mesh8 I! u/ r5 D5 O& T1 i8 T1 X5 r
- billboardtype camera5 u: C# E- l4 N9 ~0 k: L1 U
- tailstep 0 0 0 0 false/ _! \ M+ y2 i; J" j
- size 1.000000- `+ j- L5 r0 s: r2 _2 }
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
! E+ ^7 X* \, r4 I% k/ J - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh2 U; O. w' V ~$ |! P
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
& L2 ?! z+ @8 D* s - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
# E. w5 P8 `" i+ @% R - animlength 0
. p- B. e- @* r" F - twoside true+ u7 Y( u2 {& J' n
- mesh_status 0 0.000000 0.000000 ""
' }6 M( q; K. o/ { - </effectdata>
复制代码 , J: {7 z3 e3 L8 Y1 A
# m+ o) k% e+ c' g* keffectscene.02
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$ N& b, `8 K9 B, l! `' I: l8 `8 J- <cate> 5 game
+ U; M0 k; ^4 n |5 D; g - # ######## EFFECT_EMBLEM_DRAGON ######### #8 T9 V% ]8 [1 ?/ m3 w: E
- <effect>
% v- k; x1 N# ^0 F! c% C+ [* K - id 1181
2 C3 \9 o! i& w/ t( ?$ h( F) t3 C - name EFFECT_EMBLEM_DRAGON
9 O8 R) q' m. G! c; x - culldist 2475082071472936200000000000000000.007 B: `3 n1 U7 b9 \8 j/ \% m
- <list>
2 b h3 X3 L3 k2 K& s - res 1 sp_yellow_hand3 \( N4 X# H) e6 S8 O
- res 2 sp_yellow_hand
9 \( k/ z2 c$ k- ]: F - res 3 pt_yellow_short_light_02
* q |2 _) j4 ]# q& @7 r - res 4 pt_yellow_short_light_02
4 b( `; T1 m) a" W) ?" g. r* m2 H4 U - res 5 mh_EFFECT_EMBLEM_DRAGON
o2 X* g: c' c0 ~$ i' Z+ Z - </list>
8 t# g7 O) i4 I; J) z - <scene>+ N. @2 G$ U& J9 h* w
- sceneid 1! s& `9 }4 E& f+ i: M" v$ U
- name 1
8 t/ k# s+ q" l" a) `* S4 s - <control>
# _. k/ D' T2 c' b# v - unitid 1- S% I8 C9 V$ ] K
- active true6 b5 u; @5 m" c/ M9 O& u
- startposition 0 0 0
$ l# |" _7 I7 ]& R- ~+ X* z - lifetime 0 1000; A2 Z0 p/ g# t; I
- animtime 0
' a ~! N: j! m7 _ S0 H( a( h8 y - bonename "Bip01 Spine" ) j# J+ z2 R5 V
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
6 N4 |% `: p( `, Y/ j4 H0 x1 n4 [" f5 [ - alpha (0,0.5) (999,0.5) $ t$ P) U: n3 R9 b' [
- randomstart false
& z! t+ h, k% R9 }& w - active true) k( A4 g" V1 H% i+ B, D' v) E
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
8 Q$ t3 v p( P8 H% r' D6 X9 J - </control>
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! b/ x& D% a9 H4 W) i- <control>
" }, F! T7 s; J/ W- o; Z - unitid 2% X/ E# H7 b4 L. C7 t) L
- active true
% b# U/ Z4 v* @* a - startposition 0 0 0
% y! g4 z4 M( L - lifetime 0 10006 a- L; W+ f* N5 s* {) v3 D( V& B
- animtime 0# J; t. [# Z0 M5 T6 J# Q
- bonename "Bip01 Spine" ' o% } F: |- ? n- x
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ' F' g. P. Y1 g" T- h4 V
- alpha (0,0.5) (999,0.5)
4 U& i/ a% a& q1 z! ~) y$ z - randomstart false& g; i- Y5 }, t a
- active true
- ?4 L- u7 J: F. f' w* w3 ?. { - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0# Y5 N4 r0 _6 w0 h
- </control>
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- <control>5 [8 |; A6 v8 m4 P7 ^9 u
- unitid 3
! b% z% Q2 O6 q5 b- w; |7 G6 [ - active true; H2 S2 W4 ~) }) j
- startposition 0 0 0, l6 J* S3 y3 _6 L: A9 M7 u& r
- lifetime 0 10003 ^4 Y' [8 b" u: C- E9 V1 \% D
- animtime 0% X, u1 d1 a3 l8 z6 ?
- bonename "Bip01 Spine"
5 b3 g: w( |) k7 |0 ^1 A - scale (0,0.5,0.5,0.5) (999,0,0,0) # C) Q O7 f6 b, D, I6 C
- alpha (0,0.5) (999,0.5)
0 U1 f; \$ `. Y* {7 z$ |0 A - randomstart false
7 f# P+ g: u, q- S! s6 J& ?3 ^: e. e - active true* T7 A6 C/ g9 K: ~! I
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0( t! w% a" B0 z' |" X8 J
- </control>) I& o" {% `5 V7 B- N
- 0 |$ A6 s: s9 }) C9 P' l0 P" m
- <control>
0 t! A& k* g2 S- P6 p - unitid 4( i( d0 M, J* |
- active true
# i% j, d% j: Z: b h4 f9 \7 r - startposition 0 0 0+ y9 e |, b) f V0 z4 T
- lifetime 0 1000' {; N2 a* x! [
- animtime 00 S/ J* F. w9 ^4 B0 I
- bonename "Bip01 Spine"
: Q/ f( f3 ?2 i9 g# J: ~' x - scale (0,0.5,0.5,0.5) (999,0,0,0)
+ [: \% F5 x6 x4 ] - alpha (0,0.5) (999,0.5) - i! u3 {9 H% d3 t5 A9 v
- randomstart false
+ I% ^2 H3 G3 ]0 u - active true$ [# j) L. X& C& P- _
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
: E- C# w! ?4 u; O( D - </control>+ E) z+ s; Y! T0 J, f
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- <control>/ j0 |2 Q/ H: ]( }' l/ [
- unitid 5 F/ f' p, O/ x! ^$ w
- active true8 K8 E- s$ `# Q* q3 U/ f. ^' w
- startposition 0 0 0
1 _8 x+ E8 S! b0 B1 J7 ] - lifetime 0 1000
& M# K0 |: W- D$ e - animtime 1
* V. X$ |2 n/ C) j X& ]/ p - bonename "Bip01 Spine" 1 d5 Z6 I( M. q
- randomstart false7 Z% w! ?# K; A/ ~0 @8 r0 y
- active true
( _5 c, o9 A# H9 q9 x# i% n - </control>+ Z. T) r' d2 {7 u; O N+ T
1 P% I1 x) h0 [9 c- </scene>2 G5 K4 t2 g/ K2 c- o
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- </effect>
复制代码 H- W$ R# I# u0 c8 g% I
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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