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5 n) _& l; X, b6 }8 u图片可以任意修改替换为别的图片
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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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. B4 w S- S/ feffectdata.02
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- <cate> 1- j8 M/ x- I$ Y
- <effectdata> 0
: u- V |* J+ c9 G8 G& B' V - name sp_yellow_hand1 j5 _$ S8 G% O/ F4 ?) U
- unittype sprite" ?2 ^1 c [0 X5 O
- billboardtype camera
1 z9 o( s0 Q" C+ D - tailstep 20 0 0.1 600 false
+ F$ C" D9 w& y - size 1.000000
0 P2 V" }7 g( Q4 R# D3 U - backprint false
, I. r6 t$ s( _8 i& `, p - disort false
! s$ D& P" _( F- v1 l$ ] - texturefile Effect\monster\longch.dds, X/ [1 \2 r" `$ j
- texturepack 9 m; b2 Q, N% F& c
- blendtype add
4 m2 v+ W5 P9 X" `7 {: g( X! L2 F - textureloop increase1 S3 n; N" p* J/ y$ x# q! @
- texanimtime 0
8 Z0 \" V1 R% e" @ - </effectdata>
6 w! `5 R& q) H' F9 ]! Z' V
7 A- s! Y$ p. F* h- <cate> 7
- j- e$ j* H/ P b - <effectdata> 0
7 m7 D1 |# t% t5 g- D& N, g o& D: O - name pt_yellow_short_light_02) C4 \, Q# p# d' v0 q( p
- unittype particle
4 Q4 s& p- A2 k. k/ G - billboardtype camera% R3 ]% N% W5 P3 l9 p/ S4 N0 p
- tailstep 0 0 0 0 true9 r X% c/ B+ S+ P; A* |2 e
- size 2.000000- C8 b0 [3 {9 s1 x/ S! \9 ]+ a
- texturefile Effect\monster\light01_orange#.dds6 Y4 E: y, Z9 W8 w3 v( K- b
- texturepack
" H' C2 R( S% Z - blendtype add
. B: w7 c! r2 k1 F! A - textureloop increase
$ w: X9 T' |1 U. v" { - texanimtime 0
3 H& T% ~' ]' l: ]/ E: p, h - leaftype sprite
: Z% H7 e) s& ^5 ~5 A @ - activestate exploderange( n2 e5 z# A- _# y
- lifetime 200 200
6 g$ k3 j9 p2 C - emitrate 30
$ x4 w- m1 s9 P5 f - maxelementcount 10
0 p3 [, C( r- S% d8 L- h8 C - addrotate 60
0 m2 p1 I% @2 S7 b6 C9 m5 w - velocity 0 03 c+ s, \! |- L0 g( v
- acceleration 0.0000003 R7 {+ r5 Q+ w" D. Z6 P
- spawndirection 0 0 0) s$ Z6 m/ o$ c: a5 ?9 q
- gravity 0 0 0! {3 v8 G/ ~ z' W* n4 r
- colorrange 0.000000
+ ^6 b0 S1 {7 T# M) x2 m - startrange 0 0.55 i% e$ C0 W9 C% X2 f$ b. a
- endposition 0 0 08 V* R$ k5 t/ d0 ~ X! C, t6 V
- particlesize 0.5 1
3 ]5 u3 K2 z! z; J# Q - followdirection false/ C- ?4 Z, d) e% S' \" q
- spawndirabs true; u: ?+ B6 d9 b/ c t
- trianglerender false8 M" z6 x$ l' X+ e6 w/ @
- </effectdata>6 J. k( U3 F( k4 E
- 3 `4 Y" m1 M! C) D; f7 {( @
- <cate> 3+ l/ i f b7 u! {/ k: C% V
- <effectdata> 01 q+ Q9 P7 |! K) Z
- name mh_EFFECT_EMBLEM_DRAGON
& Z! `) U, x3 j - unittype mesh- ^% x, u5 a4 x+ x- a: a
- billboardtype camera( g: \" G7 B# T2 }, }
- tailstep 0 0 0 0 false; v( O! @: _( I7 r6 i8 q/ A
- size 1.000000' |" o3 E. @: ?- I
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
& e1 ~ l, @! }! x - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
( ?; g. U( f6 K: w - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
! z; D B3 ^$ h% p - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
# v: N) d2 H, K, [ Z8 v - animlength 0
8 J# I6 Y1 C1 q1 O( d4 z - twoside true! \. Y! ]+ ]2 F% O3 X
- mesh_status 0 0.000000 0.000000 ""
& ~6 ^+ d* g+ H6 `9 l m, d& r - </effectdata>
复制代码
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effectscene.022 G/ C, N9 q4 d
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- <cate> 5 game
' R' W6 g' Y* O( P- m - # ######## EFFECT_EMBLEM_DRAGON ######### #
+ b- I P; E$ ]# m& H y - <effect> T5 _3 C: { `. G! S
- id 1181! |' q+ h7 H. _7 `5 ^' W
- name EFFECT_EMBLEM_DRAGON
$ E, @0 q7 } K& W8 Z - culldist 2475082071472936200000000000000000.00
* o2 e' [4 f3 }% ~6 g9 O - <list>$ F# W, K" j+ D; a4 x$ {
- res 1 sp_yellow_hand
- J1 `0 }8 [: N) b: R% F - res 2 sp_yellow_hand' T% ^; ^; M& J0 h( n9 t
- res 3 pt_yellow_short_light_02
, w- C7 F, L" h1 k, ^ - res 4 pt_yellow_short_light_021 Y9 S7 f( O! O# B/ a1 F3 b
- res 5 mh_EFFECT_EMBLEM_DRAGON9 |! K0 H! h% y l# U. h% y
- </list>& n ?9 }& H6 d# [8 f( [- N
- <scene>0 f: I% D% E* t% Y$ a
- sceneid 17 r2 ~; n8 i8 o2 o
- name 1, U$ z$ x3 _' R& N+ c7 [
- <control>5 t8 g5 P, B q7 n+ D; t$ d% N) P
- unitid 1
0 }' z- ^& K% D5 c8 X A - active true
2 V/ J( k- v% f. S8 @+ m0 }; o2 G( I0 { - startposition 0 0 0
; v1 C1 g; J5 J8 u0 Q8 h - lifetime 0 1000& U) M R( ^/ ^7 T
- animtime 03 I# X' G" h n0 q
- bonename "Bip01 Spine" - g* _) b. x# r; w, \
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) * @' K* W9 }- }( a% `2 q
- alpha (0,0.5) (999,0.5)
/ X' c* X6 d+ J7 u: w- u - randomstart false) H. Y N( X" c/ k( M# O* L
- active true9 m: S( J q5 |" x
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
; e: \6 A* d W* p5 ?/ B3 F3 h) g - </control>
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" O1 Z; ~2 O* g7 `+ [4 @- <control>! E" j1 G! }" x0 c/ H8 M
- unitid 24 D1 O3 [3 g6 k( Z" k
- active true# z" J' T+ ^6 c+ a* i, r( x
- startposition 0 0 0
; {; `2 E5 t5 r o' K$ u/ d - lifetime 0 1000# }9 g( ~& w7 c7 S% @
- animtime 0
; X" |1 h! }# X& ?1 K! s - bonename "Bip01 Spine"
* i" c5 D* n, J! |/ P - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 2 c7 X1 H) g3 y6 ?& }; W# F+ m2 t! T3 w
- alpha (0,0.5) (999,0.5)
4 z% ?9 d- A1 U c* A6 n# c: G - randomstart false' X, T+ I* K5 c( R. S* \, R
- active true
$ _, t" O& c7 D, {* B - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
5 B5 u1 Z! H4 ~5 ?' L - </control>+ K% z @1 b/ I9 Z
- 6 n+ m& `& M9 h3 t" } K \4 |! ~
- <control>
+ c/ `5 t0 j7 e% m& {) l( L - unitid 3
+ t7 p* u' s6 c5 g - active true9 B" L1 I2 r' h" e# W l
- startposition 0 0 0" F& X# E8 z; v$ x
- lifetime 0 1000
4 R4 r% o2 y3 a' F - animtime 08 S2 f- K& r4 w8 Y
- bonename "Bip01 Spine" & }- S: |" L! |: S$ S* k
- scale (0,0.5,0.5,0.5) (999,0,0,0)
' K' A i% @( j+ \ - alpha (0,0.5) (999,0.5)
3 f; V; U$ V1 [3 o8 h" z5 o - randomstart false, k8 X$ ~) z+ x) U& V% g0 b/ q1 b& j
- active true
# p6 ?) g% W6 m7 q2 {: r G5 E - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0) e# q3 Y9 q3 j4 ~: T8 t5 q
- </control>
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, i( k0 D' u: N- <control>
8 A4 s7 D* [$ W% M9 f% d - unitid 4
% q. W$ r" m1 r w, v - active true# @ k; f0 E$ c2 u- ?2 I
- startposition 0 0 0
) L1 u# ~3 f" x7 B; Z6 w - lifetime 0 10008 x# d7 a# G# b; D; n2 K
- animtime 0
. U2 k- z# g4 O3 F' e( ]" X7 U' ` - bonename "Bip01 Spine" + ^5 [! o" g( t, m3 F4 ]0 q
- scale (0,0.5,0.5,0.5) (999,0,0,0)
; B$ g3 r+ ~4 Q. W+ F2 a2 H( V% s" v - alpha (0,0.5) (999,0.5)
! Y" n+ C9 V! k+ x( L- E' ? - randomstart false' [7 o' H# q- c3 L0 } L
- active true
) M( z+ |9 e# a4 E9 E - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
7 ^) b( d5 |$ Q+ ? - </control>
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9 O7 ]" z! f& q5 G! U6 X/ k5 A- <control>3 \8 l8 g, s6 j* `! @/ b
- unitid 5, [- ], \9 @0 o6 o- x
- active true
$ Q) R8 c& x+ \& h+ i( i - startposition 0 0 01 e9 p8 ^# a# Q6 h
- lifetime 0 1000
+ H& \' q/ B" M* U+ {. l - animtime 1
& K2 i! w1 G; x; j% K3 q8 V - bonename "Bip01 Spine"
8 z/ v; X3 {: D" a2 S - randomstart false, R; d/ G; D7 C8 ?# F) c7 G. G
- active true6 n L! U) @8 }6 ^
- </control>
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- </scene>
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3 d# p4 Z* ^& w: @" M" e! X4 _- </effect>
复制代码
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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