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5 C: Q1 Z" J2 @0 x图片可以任意修改替换为别的图片
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- D1 i% R: J j( R3 u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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9 C0 N n" F% }1 k- <cate> 16 u5 b% [/ w9 u- ~6 X
- <effectdata> 0
- q: {7 E% X9 Y$ B' M9 ~ - name sp_yellow_hand. O. V1 c- x- I h
- unittype sprite
/ n |7 o( t; N* x. e - billboardtype camera; \# n' y7 w# X0 h) e0 A' }
- tailstep 20 0 0.1 600 false
: Z, H1 Y% r. [/ M - size 1.000000
/ l, n( N' q) f - backprint false+ j- H& c' V0 c4 @$ I$ k. Y) p
- disort false5 G! u/ _) U8 |; Y; a
- texturefile Effect\monster\longch.dds% t' U, Q( B* {# i9 ?7 R) X
- texturepack # B! ~5 ?3 a' W, f2 z7 g8 H
- blendtype add
2 n$ Z4 R, U. i2 q2 m - textureloop increase
1 D# K, f. T. j/ ^1 N- d - texanimtime 0, x2 Q- R" V/ \& H8 d$ I/ o
- </effectdata>
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- <cate> 7- }) X: O* a- U1 \: {
- <effectdata> 0
4 }# x: Z8 [' [) b. | - name pt_yellow_short_light_028 m0 e C) }% O1 T5 t
- unittype particle
2 O3 r' U$ ^, O' Y/ w' y: s5 V1 t2 W - billboardtype camera
8 M. P$ w, E9 Q; C - tailstep 0 0 0 0 true+ c" v( d! p% X7 h9 N$ n
- size 2.000000/ S* s3 O" j& o( B
- texturefile Effect\monster\light01_orange#.dds
0 @& D7 ^0 F0 w I4 c - texturepack
, ~0 ]3 C) D9 V/ _: k - blendtype add; k0 n H1 @. C4 J
- textureloop increase
* s- w6 J% P. \1 w( V - texanimtime 07 B' j" x$ d1 K# T3 y
- leaftype sprite
v" n8 R- u' E. a7 `+ u - activestate exploderange. @$ a' R' ]5 i G/ U6 P
- lifetime 200 200
3 y" x) H6 Q! H# C# v - emitrate 30
' y; h4 Q: g, a# D' m - maxelementcount 10
( U4 j7 N7 U6 o& i/ Y% z; T - addrotate 606 Z2 i" Y6 i. z1 {) r; c
- velocity 0 0 K4 k0 p$ c6 m8 |4 Q5 [
- acceleration 0.000000
% X) K- d% I! ~2 K - spawndirection 0 0 0$ O \& h5 O1 X1 D* a9 b# t; |; G
- gravity 0 0 0
/ }2 C$ q) ]( ~8 N( U - colorrange 0.0000006 P% w9 r R5 U7 A( v: i
- startrange 0 0.59 x$ C* X. R0 t' f( M' Y# f. F( q# M# Q. n
- endposition 0 0 0
1 ^; y( E3 F% U" K i( q: t - particlesize 0.5 1
4 j3 t+ g; J: |- h - followdirection false/ k e4 @- Y9 c2 C1 f
- spawndirabs true B$ }; Y* m3 [
- trianglerender false: ~! n( _3 n5 G6 m
- </effectdata>! v( N& d2 }6 ^& V ~
! r9 l/ u, u" p' n- <cate> 3
1 k4 a& Q1 t$ s2 k. ]: m - <effectdata> 0* [, k; K0 d' P" K8 l8 C7 H
- name mh_EFFECT_EMBLEM_DRAGON8 v! Z2 b, q% }; A6 }0 G' ]! X- M! v
- unittype mesh( f1 r) y+ |0 o, i4 e! y( j/ d) i/ b4 \
- billboardtype camera
, E. Y/ S$ a% T) m2 \ - tailstep 0 0 0 0 false7 q: r$ p: Q' W' M
- size 1.000000; w2 R6 k* w1 A
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
, t1 p8 j R% I6 R( ~ - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
+ E4 }/ i/ e8 z" b% w - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
. o: G5 q9 N/ X M3 ]) N - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
; p1 {1 ]. S! c6 I, E$ t @ - animlength 0
, f+ {6 z5 @4 R4 }9 O( f - twoside true6 I" i O, ?0 x- \$ ]- P
- mesh_status 0 0.000000 0.000000 ""
. H! u& ^+ }: [) e. u! I - </effectdata>
复制代码 $ S& b4 C( p4 s( q- B5 z
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effectscene.02
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% D1 c1 y: r4 P4 `- <cate> 5 game
: [% P& l: K$ p) o* J3 t - # ######## EFFECT_EMBLEM_DRAGON ######### #1 h$ q6 z) y! Y8 V
- <effect>
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- name EFFECT_EMBLEM_DRAGON
5 i8 W: N1 ?. g3 ^& z$ ?) r - culldist 2475082071472936200000000000000000.00" ]7 H; P, b2 B) ]% H! C
- <list>
: Z9 h/ g( t' Z. c - res 1 sp_yellow_hand
- s0 f' @6 O; ]2 `9 i' ] - res 2 sp_yellow_hand1 z1 ^% j& s" H) u$ t, B0 t8 ?4 I
- res 3 pt_yellow_short_light_02
3 R8 q, ~6 x! I - res 4 pt_yellow_short_light_02/ V' ~& P6 c8 q i% e6 j" y: e' ?
- res 5 mh_EFFECT_EMBLEM_DRAGON
' d1 v5 o6 M( ]! A) M& v* }3 ~ - </list>
% D0 U7 @ d( P- n: L - <scene>
3 e! u$ O5 ?/ l5 k4 J) |& s - sceneid 1- O( Y' \6 D7 D1 @
- name 1
3 H; g5 R9 S+ u- g& r - <control>8 o% U! u, m+ x
- unitid 1
& S# I7 z, ]" |- V4 C2 N( d - active true
: w5 y6 v) d, h. Z3 \' | - startposition 0 0 0
8 t7 m8 g0 \5 i2 u8 b3 f - lifetime 0 1000
5 x. ^. _7 p5 ]) t6 H: O* w - animtime 0
2 F# s) q: t6 r% h" n - bonename "Bip01 Spine" 1 _, V# g# O& k' Z+ m7 i8 H
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ' s! m. ^; b" K1 r2 W1 s! x. m
- alpha (0,0.5) (999,0.5) ( o. `0 N* R- s U/ q1 w9 z
- randomstart false
& N( F5 k* Q _/ o- }/ w2 X - active true
, e6 k" e, x3 e! z# W9 s( e3 P4 H - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
7 D* G5 I! C7 c& D N8 g3 N0 e* a - </control>& `) m L! f5 o3 ?! Q0 ^* o
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- <control>
5 e+ o! P) l5 Y0 x8 ~( O& d6 i - unitid 2
% ~4 U% V4 U' c3 }- O- E - active true& i- w* C3 C( D! N- }" k& V9 F) `
- startposition 0 0 0& w. V3 r' Z. u1 i b
- lifetime 0 1000
1 }1 M" v) w; U9 C8 U5 `8 B - animtime 0
5 y+ g5 k9 ^8 J; I2 a) a - bonename "Bip01 Spine"
# T& G0 m4 J: f7 L' E! N$ R - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 6 s0 S9 ~! `, b$ K" V2 |
- alpha (0,0.5) (999,0.5)
& R8 e. q5 x: ?6 d, u - randomstart false! K% o* g0 _; s8 C9 h6 b9 e J) _
- active true) v) \) A& z% h& N. A2 E
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 05 V) r g. u( y! B' D+ z" ]
- </control>$ A5 x+ k6 F5 l4 M3 n
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- <control>
) w- s: k9 q o - unitid 3
- y% M" R. U" u7 w6 t+ A7 Q6 P3 G - active true
/ U; j/ O7 m; _4 y+ H/ r3 H, o3 H8 n - startposition 0 0 0
! j5 B9 \9 R, B2 B+ x9 {; C$ G - lifetime 0 1000
1 S5 t1 E2 G4 y' Q$ U, A+ Z - animtime 0
1 I3 F) j, Z! C - bonename "Bip01 Spine" 9 R, b4 e+ C8 o: T
- scale (0,0.5,0.5,0.5) (999,0,0,0) / e- k p4 j; T9 | q7 ^% A* x+ X
- alpha (0,0.5) (999,0.5) & i; I9 P. g# e6 p2 Y2 a: Y
- randomstart false% w4 c) Y) r4 O
- active true( {+ e5 X7 d! V9 B# E3 n# @* C
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 04 a# x; b7 F3 E" g4 h( i( i
- </control>
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, I! g8 {, k' z+ Z ]; Z. l- <control>" D4 h) C6 j Y- y; v( C) L/ D7 K% }
- unitid 4
: t/ |' J: C2 w3 K" _. N - active true8 x) A5 n5 o( g4 f% a/ h* E
- startposition 0 0 0
7 [. {* U& ~+ f* }9 g - lifetime 0 1000
7 m/ S8 t1 J2 Y8 K - animtime 0
/ L- S1 ], M& \ N S+ o \9 y - bonename "Bip01 Spine" 1 b! t. _, `2 h( j$ f
- scale (0,0.5,0.5,0.5) (999,0,0,0) 0 l- l) R! X2 g3 h
- alpha (0,0.5) (999,0.5)
/ w* X. o; X4 x, k8 \ - randomstart false
# v5 e7 ~! X3 i) j5 _$ w! d- K. N- e* D - active true
" b# I0 H' Q7 G$ q# ` - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0% F, t) ~! b* v8 b' l
- </control>4 P) ?3 }. D/ k7 Z
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- <control>
7 t+ z" b- T# T: q/ m. X6 B1 a5 |2 P - unitid 5" j! b% J9 S4 I+ u) K/ N
- active true1 D& @ s M! j; ~2 C7 m, V& O
- startposition 0 0 0
- }4 e) ]0 s, r2 N( w - lifetime 0 10007 [% }, p/ o5 \% C
- animtime 1
# S; c+ F$ v% I - bonename "Bip01 Spine"
) y" ]- y2 d2 M8 W! j) ` - randomstart false1 d2 _3 R: T! _2 [5 N3 E7 |
- active true
2 `8 [" T' h1 c/ ~4 {& ]1 g - </control>
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5 V' U: t( L( \5 G& d- </scene>
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@$ |: z5 G7 p8 r& _" X4 o- </effect>
复制代码
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特效.zip
(408.85 KB, 下载次数: 0, 售价: 10 贡献)
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