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图片可以任意修改替换为别的图片 + L4 R* M9 `7 H7 i, f- E
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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* n- L8 N+ k, \# U8 \+ D- L+ ^
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- <cate> 1
( I/ g( {; L U7 L, s- }% \+ M - <effectdata> 0
& g1 |; }; O1 T/ Y$ Y) Z - name sp_yellow_hand
* F8 \! |9 z$ t/ w. G) R4 j( x - unittype sprite) X1 A5 E0 U8 E# r; |) ~
- billboardtype camera
; `4 ~8 v/ U& t5 i - tailstep 20 0 0.1 600 false! |8 b V1 ~6 W7 E- T! D: f
- size 1.0000008 |7 c; r5 H1 X$ ~& I
- backprint false* h' F+ \3 ~" M4 @" H
- disort false
+ I; U N, a9 H' }2 G - texturefile Effect\monster\longch.dds- b2 e2 M2 W' o
- texturepack 7 b' F2 z. @3 u0 P' o
- blendtype add
4 A, S6 T* |8 @# f& i) ] - textureloop increase
6 y8 i7 e: `% V - texanimtime 0
1 J6 O a& d" {) v - </effectdata>
3 }2 m# R6 t+ X g+ z0 F: d
/ Z. q8 c2 c: f" g1 A( `' R5 \! b- <cate> 7
' W2 _) h% e3 s - <effectdata> 0
% [) P, b$ L; Q# y ~5 u5 y( Y - name pt_yellow_short_light_02
5 K4 A, r7 U) g2 A1 W$ Z" e2 { - unittype particle! K" f3 B' [3 O& F' d0 B
- billboardtype camera
- @0 s0 R V/ B. d4 G( ?$ S - tailstep 0 0 0 0 true* N6 {9 a4 |1 N) M0 _. f* b+ H
- size 2.000000$ s* r8 w" E8 G. S
- texturefile Effect\monster\light01_orange#.dds, o( ]) q2 `; J* a* i" P" \ D
- texturepack
( L# H# w. ], \8 Q - blendtype add! `0 {' v4 @, A) _* M2 o
- textureloop increase& G$ g- E5 `8 X
- texanimtime 0- d. P" F2 P) ~% {
- leaftype sprite- B' m- d/ m% y7 M$ E" [: b7 f; e
- activestate exploderange5 i# q9 O; D) Q* q7 F* ~: M3 x
- lifetime 200 200! k5 {% J P5 l* g2 W
- emitrate 305 y0 _ f! C" }+ n" {' q
- maxelementcount 10( k+ U" J4 ]0 ? N; e
- addrotate 60
. u. |3 |! \* Y9 M( z6 P - velocity 0 0
( q& l6 }. N+ Y$ } - acceleration 0.0000006 F9 B" ]* U# I( T- U
- spawndirection 0 0 0
% h4 {* M8 ^+ k. I) s5 g' f - gravity 0 0 0
k$ C) ]- }5 `, R - colorrange 0.000000
" A( i8 w L% B$ X2 i! e - startrange 0 0.5: Z, C1 v* k5 W8 R
- endposition 0 0 09 o1 q; Y, m7 N- X% p5 V. w/ H
- particlesize 0.5 1
: K r$ _# o, w2 R3 M - followdirection false( w3 O& c) s: `- b( R& ]/ n
- spawndirabs true
# o( ^' N0 a! }( z8 X# | - trianglerender false
0 s3 B& j2 R( d, { - </effectdata>
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% o- i) k& _" [( T4 P- <cate> 3
1 t& \1 _# E; }7 r8 f# n) ^4 X - <effectdata> 0
) |* b6 V1 T) s1 U* p0 T - name mh_EFFECT_EMBLEM_DRAGON' v- o' [; F2 N& B& Q
- unittype mesh/ F, x8 e) ^& V+ r
- billboardtype camera
8 V" w$ {% m8 w- h7 m& f - tailstep 0 0 0 0 false
, h: t( s! \- Y - size 1.000000
2 ?( d3 L8 {: j0 v - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
3 @$ ]/ I) V* Z* z, j - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
2 @8 _& X0 C% l - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim- Q: P0 j! J+ u5 p }& c3 q
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel* B w" ^7 r) u
- animlength 0
, X! Z: i. v6 _* c' }, j - twoside true7 b8 u/ i" K/ V9 O" }) p, U* C/ c$ s
- mesh_status 0 0.000000 0.000000 ""0 j4 j: \8 K& T- E" Z# c- W$ Q% q
- </effectdata>
复制代码
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: ^2 l( q5 o, A) G. W! Y$ Reffectscene.02
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- <cate> 5 game3 D2 v0 g3 @# M* \( a% J
- # ######## EFFECT_EMBLEM_DRAGON ######### #
9 T+ ?$ S0 H3 Q) G2 v1 D9 G - <effect>
, B' o3 b5 t& u6 z' m2 p+ p3 e8 h3 o - id 1181
* p, f4 k2 t& X+ U - name EFFECT_EMBLEM_DRAGON
; M8 l" \ U7 P% D% s - culldist 2475082071472936200000000000000000.00
) Y5 b: k7 }7 k: R - <list>9 W0 d Z8 ^0 p$ N1 d! P: C% @
- res 1 sp_yellow_hand
7 D& \8 G- P% t - res 2 sp_yellow_hand$ f+ k) k4 F2 ^1 i6 X0 Y
- res 3 pt_yellow_short_light_02
" K+ F8 K, T7 y+ p# H) g8 }; k# o9 p - res 4 pt_yellow_short_light_02
" ^# v' C4 S2 W. C" |; }8 E! x - res 5 mh_EFFECT_EMBLEM_DRAGON
2 ^ U+ r. b/ |+ k8 n' s2 W0 S# ? - </list>/ L f4 m: f1 b( a* u/ s$ n
- <scene>) U, t% m6 M% X- N N( m Z
- sceneid 1. S* V7 C5 k- F9 }
- name 1
+ `# {* _' o9 u% w! v0 G - <control>
1 s% U7 w/ T/ x7 F# k - unitid 18 x: y; w9 L" q# h% z) @: Y% b
- active true5 {4 S& G. M5 ?1 a8 c
- startposition 0 0 0
9 e* O0 N, `3 ` i* y: r/ D - lifetime 0 1000
) p) w+ y) w$ l: [* t7 | - animtime 0
5 T, @& R+ L1 z0 y# L - bonename "Bip01 Spine" % ]' l' e" f" z ]3 x9 w
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
7 }# R0 H* d, @7 i3 z - alpha (0,0.5) (999,0.5) * n; ?' g1 `- S
- randomstart false" |' E/ J E% h2 f% p
- active true
& ~* t& G+ \! \ - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0+ }% W5 ]; D; e0 h6 d
- </control>: G1 D* U( e$ X+ Q- b
' x3 W+ H( a) }4 r* e" U- <control>9 C' e0 G4 }" n) Y9 ]
- unitid 22 `! c0 i6 m0 J2 u7 l3 g
- active true
. c# ^$ A! z8 ^! s1 x( P# L - startposition 0 0 0
6 r: n. u3 O: E" v - lifetime 0 1000
, m0 e1 Q" `2 l" f2 M+ j - animtime 0
, `) M: }7 N" l" `2 ^# b. q - bonename "Bip01 Spine"
4 C" r8 p; J" u - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) % x- p3 p" S- y `5 w: E0 n1 O
- alpha (0,0.5) (999,0.5) ' ?, I9 V; g: [
- randomstart false! k9 [2 y! `) b4 T" r! q3 F' }
- active true
2 D' B" ]' p7 S0 V( n* }! n - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0. g/ \& f B, O. ?" f
- </control>9 B* V4 v7 h! Z& N1 z4 e3 H
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- <control>
' ]9 W" u8 X* l3 f' s: m - unitid 3: m0 P) ^6 r- M6 x+ T# o J0 |
- active true
4 @, d3 \' ^; R. _+ M. X - startposition 0 0 0
" [; @: I" N6 b) O - lifetime 0 1000) R. P: G( X1 a% n- J
- animtime 0
, |( ?! @6 X+ f0 F - bonename "Bip01 Spine"
8 U" B5 G: `, E ^# Z+ V) i# t$ [ - scale (0,0.5,0.5,0.5) (999,0,0,0)
$ h1 | @. o2 C, U9 P - alpha (0,0.5) (999,0.5)
- b `; e7 u' H3 T" ]$ ~ - randomstart false
4 n1 w' x; K5 B5 o - active true
% m8 G6 `, e0 X& [% }( `. f3 w - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 06 R$ B" g0 R R
- </control>
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- <control>$ B- g! Y# ^# U0 B1 y$ y' L2 k
- unitid 4" Q! q. N8 h& V2 ]9 q" f5 A5 ~
- active true
5 t3 A1 Y" b8 U4 _ a( A - startposition 0 0 0
+ `! W0 ]6 r5 s0 P# y - lifetime 0 1000
) L" F0 `5 e/ m/ H/ l - animtime 0
5 h0 k. t4 e3 i% F2 Z& J - bonename "Bip01 Spine"
X3 f" c& @$ Q7 [# W2 ]* E' V - scale (0,0.5,0.5,0.5) (999,0,0,0)
9 d! l& ]( p7 Y' T% L5 n - alpha (0,0.5) (999,0.5) , R# ?' A! [* d! \
- randomstart false
, S5 _6 h3 E7 X p' T7 U* Z - active true
, f' B7 g- O# T* t2 D - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 06 k! ?) a) d" U* p) e1 g" @
- </control>
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- <control>
) F$ }; ^8 O' D' }) r2 P" I - unitid 5
/ P2 p+ G) D: z: T3 r" t - active true
6 }6 m# H8 ?; R* M; m- c - startposition 0 0 0+ V4 d- H) W1 X" y, H
- lifetime 0 1000# f" J- o5 W7 L" l: B
- animtime 1
5 {9 P7 W" Z6 I8 {( ]; J* L$ A0 u - bonename "Bip01 Spine" 9 B( \: z, m0 v
- randomstart false
' p. l# d, z2 @ - active true
; d5 p' [: h5 y/ X* f: K - </control>
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- </scene>6 S4 p3 k; |) V8 W* h o5 } Y& t
- + z* h5 }" o( G2 t+ U) _, ^, w, b+ z
- </effect>
复制代码 ! S3 z v1 v' A' D
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特效.zip
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