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; _% Z8 X4 \ s图片可以任意修改替换为别的图片 1 m: L, E* J5 y: T
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/ o- Y1 H P3 |+ H注意下面代码不要直接替换 这个是需要手动增加进去的/ X( i3 J7 d5 d4 W3 r2 A
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) [5 o, z" j( }3 u) K4 Ceffectdata.02
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! t9 H5 I4 J2 V- <cate> 1
8 m3 Z% m( k" }$ a% z - <effectdata> 0
8 H& U5 H+ v4 L, X. B# f - name sp_yellow_hand
# p( [3 \2 v; ? - unittype sprite7 {2 O k. E6 z! ?/ }9 H, I
- billboardtype camera
1 q: F' b8 |8 i" n" z, u - tailstep 20 0 0.1 600 false2 M1 ?/ }' _' @& \. C7 b
- size 1.0000008 M4 f0 v# E0 j% ]
- backprint false( ~1 u" A* @9 V+ j
- disort false `3 P# w R0 U1 F/ z
- texturefile Effect\monster\longch.dds' C9 Z) k3 u# @6 Q* I9 w) i+ e2 }
- texturepack
& L4 T& e7 n4 l+ v1 [. u - blendtype add6 c) l; A6 d H
- textureloop increase
! Q( g) c- v& X N8 I* v, f3 n% [ - texanimtime 0
] @. w z- Z2 w - </effectdata>7 _$ }+ t h0 {2 t( b, V% N, a" u
- 0 y- v4 h. b( S
- <cate> 7* o4 p1 @2 L& e0 ?" D) C: P" Q3 H
- <effectdata> 06 [ K! Y9 V3 H% G4 E' H- J
- name pt_yellow_short_light_02' e' e6 e- t( \- b
- unittype particle5 c, C1 j, W! P. w( h
- billboardtype camera$ t$ @, E; g; M, Z+ { y. m( v
- tailstep 0 0 0 0 true
/ ?7 s& a+ G' p0 Q: ~2 h - size 2.000000; `2 K: _ _1 R
- texturefile Effect\monster\light01_orange#.dds
. i6 C7 }! v) Y; t - texturepack
! A, ^; S0 P( L$ X& L7 b- h - blendtype add
p) ]. l1 d f: j: y8 m/ N - textureloop increase7 }- h- m$ e" u9 _) a4 u
- texanimtime 0 C9 v" s. U2 `
- leaftype sprite/ a; Q1 o d, l0 d, Q" `; Z
- activestate exploderange
% T" w: l3 J+ C - lifetime 200 200
; u# ?: O8 b1 u4 q - emitrate 30
8 Y- |' B, e7 v9 z/ h* X! c8 R - maxelementcount 10
4 N7 Q8 _4 u" @- s( f. Z$ ~- K1 ]( p" t - addrotate 60
; H. h8 ], T$ g O - velocity 0 01 i3 O, X1 a. J8 r$ [8 i6 P; o
- acceleration 0.000000
; f! Z4 ]1 H9 V1 c P - spawndirection 0 0 0
( _0 `$ R' t/ [, L8 h - gravity 0 0 0' O6 m+ F( N7 H# P W
- colorrange 0.000000# {1 U5 t6 J6 i; k. F
- startrange 0 0.5! M* Y2 S1 m% \( O. E
- endposition 0 0 0
4 ^: Y. @7 o$ |: B2 l3 {4 N - particlesize 0.5 1 ?* i/ x, ]+ r& i' n
- followdirection false
* \; k" h0 y2 ~& m/ T - spawndirabs true
9 Y8 W0 Q2 M& \1 w9 Q* @/ T - trianglerender false
3 w8 l- S1 s- f* x/ f - </effectdata>
3 [3 q' ]) q0 n3 A7 I6 v0 M" g8 ~ - : B3 X0 q$ K: N" }$ d# P+ `
- <cate> 3' X% T2 h! a! t _' }) d) J( A [
- <effectdata> 0
) z0 o* y4 I6 J2 {* d - name mh_EFFECT_EMBLEM_DRAGON9 a1 G' v, }4 {
- unittype mesh1 Q: h- C" i8 r4 b5 L" H: f5 m
- billboardtype camera+ e! h, I6 _! q9 {" i; M& |
- tailstep 0 0 0 0 false, J1 j0 [6 b9 h% ?8 }) _9 @% J
- size 1.0000003 r) X+ C# t: I
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack) c0 ^& S! J& O
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh8 h. E; v' D' O( h$ I
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
$ _ i0 c _, _ - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel1 N! ^" V4 U& n0 D1 w; L1 K% b
- animlength 0( d) L8 o8 e/ i8 ?& N
- twoside true
! [' V. X' n' o& _. H - mesh_status 0 0.000000 0.000000 ""
& g* f( Z) v' Q& j9 @ - </effectdata>
复制代码 ! d; [4 B0 {0 A/ _
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effectscene.02& _+ w1 t2 g+ N) i. u+ U
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- <cate> 5 game' R2 v5 u+ E2 F
- # ######## EFFECT_EMBLEM_DRAGON ######### #
# t' s ~$ Y' e0 r* _" _ - <effect>
! R# T/ p1 m& {0 s! y, Z+ c - id 1181
. m6 {$ h/ h7 E! D! K @: N. ] - name EFFECT_EMBLEM_DRAGON
" u! L" ^5 o' w7 R. f } - culldist 2475082071472936200000000000000000.00
; R7 v' b5 y" b& V. ^ - <list>
; E0 _" _3 _! E. e) O7 [ - res 1 sp_yellow_hand
1 D2 Q- x- X6 f# A0 A - res 2 sp_yellow_hand
+ t/ e; @! i2 ` - res 3 pt_yellow_short_light_02
: w9 K% D. j: B - res 4 pt_yellow_short_light_02) x, z. w2 k& k
- res 5 mh_EFFECT_EMBLEM_DRAGON! q& c e2 Y0 x5 j, w' u, G+ a- G
- </list>9 I6 L8 C4 x5 I0 b& o* q! P: ?
- <scene>: ^, k1 j" C/ w
- sceneid 1
1 H! k0 W8 E, d2 z. }& g! _ - name 1% B0 n! m: `+ _2 E0 f
- <control>
* ?' h& Z6 W' \ z& i: u0 Y* y: S - unitid 1$ D: K7 c2 l! |! a
- active true3 D9 m. _5 S5 `9 i
- startposition 0 0 0
* W( d, l# i; f# R( [9 j1 ]/ Y - lifetime 0 1000 j. l. e2 V5 ~) ]7 l
- animtime 0
6 r3 n" ]# n" q - bonename "Bip01 Spine"
( d, ^6 P0 B! e - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
* g$ p) K- L! _ - alpha (0,0.5) (999,0.5)
+ M4 c7 ?& z& l) A8 T! ^ - randomstart false3 f4 M9 v+ p" w/ m0 y" Z7 A+ Y
- active true& M2 C: l) a- Q, | y' L% h
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0: {/ n! X8 i. e' z0 s! M
- </control> Y& H. g# T0 a" i; [' \" C$ n; s
- ) E7 Z6 B D) Y9 w+ O; B- _/ h
- <control>
& o- D+ n2 R7 g/ P - unitid 2
. R% S8 p e- u, {& J - active true# J7 l' r- q. V( Y6 Y$ C
- startposition 0 0 0
; m0 r7 @! e! o! i/ H - lifetime 0 1000
% z* o @" W0 Y" b) y( e1 @3 Y - animtime 0
w4 J) ~$ O- _/ |) _* | - bonename "Bip01 Spine" ; v% a |- m W2 ~! g
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 7 g2 F* b+ L# n. G" W! L/ `
- alpha (0,0.5) (999,0.5)
, D; }3 j, {& u - randomstart false
1 d2 P" M% Q) y0 q1 L - active true. M! J1 V# N [+ H
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0: ]6 ^; R- a1 S% H$ ?
- </control>2 Z) H0 z, P( m5 ]' M; `
) \) }7 J0 V. M+ u( j4 y0 A- <control>
" V6 D/ p+ Q C! f( K9 Y. c - unitid 3: p7 a, n' p9 N& e1 ?* a* t
- active true
! P& z# L- B) }8 T8 m: E# C% [2 W - startposition 0 0 0
# N6 G& m: t+ E4 @5 A1 p) V - lifetime 0 1000, w# q. E6 `. H" x% `
- animtime 0
1 `$ |1 c) H$ ^6 i+ ` - bonename "Bip01 Spine"
" |' p* p, h+ s; }% z$ a. R - scale (0,0.5,0.5,0.5) (999,0,0,0) 7 k) i& ]8 O2 ^6 `9 g1 Z' c
- alpha (0,0.5) (999,0.5)
, t, Q# p+ P" _; D - randomstart false x# z" ~. j, R3 ]- \8 z% E; t2 x+ E' m
- active true
% Y, P& N9 o. j1 K - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
& n* b4 V+ X$ E& }: O; s - </control>
; A$ x+ k' N6 X- h/ U$ X% H' s - * \* M. c' @7 R/ R% d4 A, r
- <control>
8 E" X/ r3 S* L% E - unitid 4
, n4 f( y4 m+ {( D - active true
0 u' m+ P7 D% G: P' a$ c. e - startposition 0 0 01 K6 O$ s; e: d: I2 s
- lifetime 0 1000
( U$ m* |+ @6 `: j6 A, {5 D# U - animtime 0
- j% _ @) h: o - bonename "Bip01 Spine"
0 o' j l4 ~8 ]9 B( k) s - scale (0,0.5,0.5,0.5) (999,0,0,0) ! e; M3 X! p" S7 G$ `2 D
- alpha (0,0.5) (999,0.5) U6 ^7 }: s# K
- randomstart false
) e, [# i+ r3 [8 M: m4 X7 | - active true" Q( x0 C( k/ s. n7 s' a! o
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
{6 \# \ W" Q' e+ [8 o; d - </control>1 Q* ~9 Y4 F% D9 X+ h7 G3 w
( S, q$ m9 z+ U* j; c- <control>! P2 C8 r' N% Y: _7 M# j8 W$ I
- unitid 5
* D. i3 u. s4 G6 X, p, o2 z - active true
' P3 Q/ u' f) q1 B7 D - startposition 0 0 0: n/ \ G" e0 k' k& f
- lifetime 0 10004 O3 R, R3 z$ I8 F* d
- animtime 1; W9 c* F& E L- b
- bonename "Bip01 Spine"
; [/ w3 V9 n' i6 f; ` - randomstart false" p4 [/ n. }3 K$ _
- active true
0 r6 W8 Q, [1 e+ y+ W% R - </control>" k6 m1 o k5 L
; ?0 h# E i6 e4 G+ l7 x* ?; L- R- </scene>
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- </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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