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2 D! [% A" z" p图片可以任意修改替换为别的图片
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9 I0 x3 J# V8 F5 j: S0 K注意下面代码不要直接替换 这个是需要手动增加进去的8 \! q* a4 O7 H. J! s% [
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: F" j/ _7 F% geffectdata.02
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7 `% X! D% W0 Z7 X Z0 v. k/ i; v- <cate> 1
- K% \0 o; J6 Y7 |9 Z7 O- g - <effectdata> 0
8 J9 h C5 n+ {& F - name sp_yellow_hand+ I% r0 ~! b9 N' l
- unittype sprite2 u$ g, }( V. ]% x T' P- |. v" v: T
- billboardtype camera
. h% K: |: m G3 U - tailstep 20 0 0.1 600 false8 D0 d: O4 h. m6 n' L, H
- size 1.0000004 {( G- R$ {8 |' k2 G
- backprint false- Y! p4 Q' a" \4 ^* C% Z
- disort false/ g4 S0 v& \2 Z" @/ X0 ` U- N
- texturefile Effect\monster\longch.dds+ y$ L# t+ g/ q7 v
- texturepack / N- H, l& m; D( @
- blendtype add5 h1 l' s: g0 Y/ x
- textureloop increase
# [2 Z. _# y+ K0 `6 x. B - texanimtime 06 ^* O1 Y1 q j( m6 U" p
- </effectdata>- q! P; ~( s6 O" T8 s
- 4 c. F0 B3 D* y$ ^ c+ n+ ^* c- n4 l
- <cate> 72 r/ V5 v1 x2 p# G4 M6 K
- <effectdata> 0
3 p b& `4 M+ w' K0 F6 i3 Y - name pt_yellow_short_light_02% K9 p! [ @, E6 z4 n8 K E! K
- unittype particle
- s2 E5 ~+ H2 l) U+ }$ M3 j - billboardtype camera
6 A; q" j9 K \, J9 w6 P# R j1 x - tailstep 0 0 0 0 true, v' E) o1 |$ s
- size 2.000000
; J8 Q# y% p4 q- r! f: I - texturefile Effect\monster\light01_orange#.dds) e3 g) _5 J/ b: c/ L+ Z* F
- texturepack / K& i6 L" i6 z( e6 Q% R
- blendtype add- B, ?& q2 @! x$ E0 |) ^5 [
- textureloop increase
1 f+ p0 v f6 Z - texanimtime 0
7 S. ?( R1 |& U. ] \ e - leaftype sprite
4 o6 Z9 O7 w0 y1 Y - activestate exploderange
$ b% y4 `/ U6 c - lifetime 200 200* @6 V! i0 _2 C% t
- emitrate 30
+ ?/ _; T# l7 I7 e1 P - maxelementcount 10
; p5 X1 x/ V% J' o3 X - addrotate 60
- n" S+ {! A, D9 M - velocity 0 0
. b: x) p/ {0 ~/ q( u1 ]' Z y: u - acceleration 0.000000. w' M3 u: S. z2 N' X, }4 g2 q
- spawndirection 0 0 0
& K u2 M0 \" G' U1 c& i - gravity 0 0 0
m0 X( }+ [2 r, @8 ~ - colorrange 0.000000
8 h7 c: J3 K% f* u) ]; t' n6 L - startrange 0 0.54 q/ l* k. p2 g) L' P
- endposition 0 0 0
$ h, y: b7 W& s0 t' _* p% p3 G% r - particlesize 0.5 1* o3 s3 O+ h" {6 z' Y" Q2 _
- followdirection false0 ?' U0 f% E \* E8 Q% W
- spawndirabs true) d9 F, d8 A- r
- trianglerender false; b) v3 T; `' d- A# P4 z6 J+ j
- </effectdata>
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" {7 ]9 m7 \2 A- <cate> 3
$ f0 ]% _" s, X6 H+ L. ] - <effectdata> 0, N9 I/ m8 |& f6 W9 s! O
- name mh_EFFECT_EMBLEM_DRAGON
- \: [2 A6 M% o - unittype mesh2 k# p- A8 X5 Z; T$ J$ C
- billboardtype camera
! `0 U9 N$ x2 b0 T, D: ]1 m - tailstep 0 0 0 0 false
# y. p% s" A2 `( \0 ] U - size 1.0000001 }8 R8 G, y/ A1 g
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack$ P* x/ a7 P3 L2 Q3 k) Y ]7 ?
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh. h- ?1 b& w- v" C
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim8 f+ s& c4 [1 t7 m6 l$ e1 F
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
1 A/ m/ T3 e: U5 s - animlength 07 x, s( Q" g5 t
- twoside true7 G0 |! o7 R k/ X: q; Q5 t, L
- mesh_status 0 0.000000 0.000000 ""- L- e3 Q3 Y7 X2 I* Q
- </effectdata>
复制代码 * z) Q* ?. X" k0 ~2 I) h* n7 x
0 r7 P/ m- w4 y- l6 N; q- _effectscene.02
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; J5 E6 s! Y5 Z# b- <cate> 5 game! T3 ^3 ]4 ?3 o/ L8 X* e
- # ######## EFFECT_EMBLEM_DRAGON ######### #
' Q* a S) f8 @& B, f - <effect>) P# B; Z, Q `+ [7 o- ]& i# t
- id 1181 f( |- L& Q; Y1 C
- name EFFECT_EMBLEM_DRAGON% ]. s( _' r! F
- culldist 2475082071472936200000000000000000.00
% z$ r% k+ {# |% B" B2 i - <list>/ N6 @) \3 O" r! a) ?
- res 1 sp_yellow_hand
' v( X7 n: J; C; f, ~ - res 2 sp_yellow_hand
( L$ ~- B$ V- S5 r" Q4 N) K - res 3 pt_yellow_short_light_02 M, I3 U7 p- M
- res 4 pt_yellow_short_light_02
& t( T G: t. D1 y - res 5 mh_EFFECT_EMBLEM_DRAGON
/ f& |. z, |8 u" u' ^, h - </list>
7 W H3 j+ u) C1 I/ H- J& ]# H - <scene>1 Z( v9 K; V& Z; O6 i8 n* W
- sceneid 11 k* L/ k* G5 V3 ?7 |8 z: s |( _
- name 1
2 [1 O% H6 N, e8 D" p+ }/ H - <control>
% |3 ^) c, M1 |9 M2 p - unitid 1. ]$ }# h+ L* D- X$ ^0 \+ {# b5 |
- active true
" j M [5 |( |& h/ _ - startposition 0 0 0
3 |, O4 d# |1 } - lifetime 0 1000
" {5 S/ |1 s& |7 i" x% ?% h& h - animtime 0
, K1 f5 y2 Y G+ v - bonename "Bip01 Spine" , |8 O1 g8 ~$ W1 `3 T
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) $ _( p/ s$ k1 C- f- O5 ~( ]
- alpha (0,0.5) (999,0.5) + P& L+ X3 f1 O* H, S( W
- randomstart false7 ^- f; O3 T7 ~- Q
- active true
" s A0 n2 p! m) R, B- _0 M - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0* J$ `! M1 ~& Z1 v9 i3 h
- </control>
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* q! a% G4 {, X5 N, S& s" e: `- <control>7 @' _( s8 y1 E0 I2 E) d; o% x
- unitid 2
) I( j q4 B" s4 D# ^ - active true
* m( V- l! a: F2 P0 e) P8 q2 \ - startposition 0 0 0
! W; x2 ?6 @2 k6 U k _ - lifetime 0 1000
4 e: n/ ?2 H3 {$ i, a4 m - animtime 0) W" K" f3 X k( k4 R2 |! o) L
- bonename "Bip01 Spine"
, n% I; [+ j" C% e - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
7 p* W, \% \8 N" \7 s- f - alpha (0,0.5) (999,0.5) 1 u5 Z: E' o# v& n+ ]
- randomstart false
' c8 s( H. r4 z: O0 H2 Y. H% J - active true* V6 V, {( M; G, U1 `
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
: M' e, d( ]0 H8 x$ {# m8 ]1 ~& i - </control>; L2 h2 q! h. A; i8 P- r7 F7 m
& {; F6 X$ L% z( V( U- <control>
7 h: A2 K( p0 M7 `0 N4 |" x) v - unitid 3
1 u: Q% v6 Q' h4 y, H1 L - active true
/ y# x U1 h' w0 p" ] - startposition 0 0 0
" y0 z6 K# L) m - lifetime 0 1000/ |, N5 p, b L2 {. c# ^) p: H& ]
- animtime 0
% Z C& H4 v y6 v5 ?8 l - bonename "Bip01 Spine" : l0 b3 x& y, \) p
- scale (0,0.5,0.5,0.5) (999,0,0,0)
) ~: ~, ^, O4 @: s2 r) ~3 U, |! h - alpha (0,0.5) (999,0.5) ( L1 z9 ^0 t) p$ ^$ J
- randomstart false
! N) k' i0 P$ o( J6 \5 y0 s. { - active true6 \, C$ m% c/ O& [
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0" ?1 }: B7 Y# |" Z3 a
- </control>
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# r1 ?0 j0 x1 u" T" M; |; C- <control>
: \8 R4 T+ ~* K! b) x+ b6 k - unitid 4
1 G% K& l" B) m6 T5 r% o - active true
0 t$ V" Y3 J1 t! f) b) w9 O& ^+ n4 r - startposition 0 0 0
5 w& y8 s6 o. y! w. ? - lifetime 0 10005 Y3 |8 H- i9 b8 s: E8 a
- animtime 06 P! o5 E w; }+ E0 x. T
- bonename "Bip01 Spine" 3 b9 y+ U- C; A
- scale (0,0.5,0.5,0.5) (999,0,0,0) ( n$ B$ d6 u% P
- alpha (0,0.5) (999,0.5) ) L& S, Y k) V: u6 {) B
- randomstart false
6 A% ^% a% k* f) J - active true
9 U6 d" v5 A% a6 Z4 B - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 09 s( \4 k6 |! r6 i1 f) }& G* D! z$ I
- </control>
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- <control>
( Q8 P5 p# W1 E, E4 q9 i - unitid 5' f+ R+ p" x) a) ]( X1 z7 m
- active true! S5 E/ M& Y9 I
- startposition 0 0 09 J) e7 ~! r4 ~7 g8 X7 B0 v
- lifetime 0 1000* t9 @4 Y" p2 R) j# |
- animtime 1
/ l9 c- x7 C$ Z# b. A. T/ ]. V - bonename "Bip01 Spine" 7 o f- l6 q$ j
- randomstart false H; J" a9 f7 C3 F, i K$ }
- active true2 d k+ Y% Z: c$ ?
- </control>* b, g$ r' @$ h8 T
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- </scene>
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- </effect>
复制代码 \6 A9 A) I" b9 k2 G$ [
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特效.zip
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