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; R" t* O S. a( _# ]# v r `图片可以任意修改替换为别的图片
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) ?1 u: o$ C8 q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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- <cate> 1* A, Z: U4 n+ d4 g: T! q, @
- <effectdata> 0
9 ]3 d. m6 L& L; M; O( H$ @ - name sp_yellow_hand8 _1 _% f6 i2 q* @3 m1 k
- unittype sprite5 P k; n' T1 o0 _
- billboardtype camera
" |" H9 Z" D8 ^$ J3 { - tailstep 20 0 0.1 600 false
& J! y; z6 U3 \4 T4 e - size 1.000000
% B1 n7 u6 q9 W8 E: y$ j( k - backprint false; a$ q$ c+ g) B
- disort false( a. ?1 _ U) L8 b4 s
- texturefile Effect\monster\longch.dds/ l$ k; F* G3 y8 `- e
- texturepack
% u$ x8 r9 m( _4 E3 W - blendtype add
% O: N9 D; |+ O; `5 b6 k$ G8 c - textureloop increase. b. U% D3 W; E
- texanimtime 00 t+ M1 ~0 k/ E! Y+ d, J
- </effectdata>
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& M, C$ F# K6 `4 e$ E$ l2 I! p' r) q- <cate> 7
4 W0 O( R$ A( Y* d! H - <effectdata> 0- Y/ d* a0 p4 t* |4 T
- name pt_yellow_short_light_02
- g5 n3 @6 q: R* O - unittype particle( u( _1 x! S, t
- billboardtype camera
- B( L- z( R' Q( D - tailstep 0 0 0 0 true
& J& O. y& A2 c H8 F3 g - size 2.000000. J" n. T9 Z* ^; d. N
- texturefile Effect\monster\light01_orange#.dds& R/ a4 ?7 M2 r2 r+ y5 h( e
- texturepack
6 Q* m0 y6 J( G, |& D- e! V - blendtype add
& a- n9 {* T& b: N8 A - textureloop increase
7 F( T# a* Q, Z - texanimtime 0
- F1 w" T' }! O - leaftype sprite
f; D" d+ Z. y - activestate exploderange1 ^, K3 B: M0 a. e6 d
- lifetime 200 200
/ N. q) g. j* F8 H5 h" N" H - emitrate 30
* w. K, g/ \$ @# s. ~1 O/ H! y$ Z# U - maxelementcount 100 m& S# k# [7 G4 X) X0 b) B" f
- addrotate 602 Y* x: ~) _% h/ \+ g: J, K
- velocity 0 07 k5 w8 S# \+ N/ f2 S( G+ z
- acceleration 0.000000
+ o) D, Q {: P) Q - spawndirection 0 0 0
" p$ P4 x- _! h; A# w4 G/ W A& G - gravity 0 0 00 O4 x- \( b0 V9 S+ `6 P$ Q
- colorrange 0.000000
3 A6 e- t% |3 S7 [9 q6 A; ~/ C - startrange 0 0.5- a# p* p( q- A* v# Z+ \, b
- endposition 0 0 0
$ D0 r7 O) u) W% p4 c - particlesize 0.5 1
- a- A1 ]' [) `1 _6 C+ e - followdirection false
: {) b) m* B# p - spawndirabs true
( m J( Z! b: q - trianglerender false4 t X5 z, i- e( W$ d! H; w
- </effectdata>! ?' T* N* N9 Y& e2 I
1 c; r7 V* @; u' ]" s# l0 q, {- <cate> 38 ^+ g) T7 b' b; \9 _
- <effectdata> 0
3 B1 O2 K$ P/ Q' ^- M - name mh_EFFECT_EMBLEM_DRAGON3 e4 V/ O; E' O4 ~% N5 F
- unittype mesh3 ~/ ~5 R3 }2 v) W7 J+ t
- billboardtype camera
9 z$ p/ F- D' [4 V& |+ S - tailstep 0 0 0 0 false
% M L1 f! Z/ d - size 1.000000$ ~# R0 K }8 _. c- Q$ O$ O
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
* _2 Q( ^, U9 u* _0 L* a - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh& r9 M" t4 c5 T/ z1 E+ Z* S9 w5 ]
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim( N% ^. n* l( M# _0 k S+ `+ V/ R
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel; v- |7 @/ ~ }* z$ Q+ B
- animlength 05 W2 W. z. s. k; W+ T
- twoside true
/ `2 D% z8 l; n+ _4 i - mesh_status 0 0.000000 0.000000 ""( a$ r6 ` p! ~, B& ~
- </effectdata>
复制代码 4 S* X: q# W. g. H- T5 |3 w
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effectscene.02
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1 h2 N$ g) e% r- <cate> 5 game
( @" [$ x4 j+ y( a; `" { - # ######## EFFECT_EMBLEM_DRAGON ######### #) a' r2 }2 W: j5 O, j( e
- <effect>9 B" a/ O& J" K" @
- id 1181
- A, @6 s3 U) V0 a8 X) A/ { - name EFFECT_EMBLEM_DRAGON7 G' o6 S0 ?, Z5 ?( m4 d
- culldist 2475082071472936200000000000000000.00
1 p5 f& A0 |+ H" Z2 Z. G, ]7 \6 W7 {0 X - <list>
& X1 e; S- p. o* B6 _' {- J - res 1 sp_yellow_hand- f6 `3 N/ g" d1 `% j
- res 2 sp_yellow_hand
0 j# x8 G4 H2 y; I/ S: S - res 3 pt_yellow_short_light_02
3 Q( A# ^# x6 ?, B* ^- ^. P - res 4 pt_yellow_short_light_02% F2 x8 R' X' H l+ w
- res 5 mh_EFFECT_EMBLEM_DRAGON
* z6 T! w8 l1 R7 `6 ?; P - </list>
6 [4 T& b- g6 t9 _! _ - <scene>
( y2 o5 W4 }* Q" s. g) W - sceneid 16 m- B. j+ Q' d0 B) ~' R7 Y
- name 1# B! i, ~) T+ L) g( G
- <control>
- e- L+ a( G0 @) n- s9 ^* ^ - unitid 1
; ]& k3 g A4 v7 c v6 ]1 k - active true' x$ n' V5 W+ h& o; o
- startposition 0 0 0
% u! m! i% i5 h0 Z6 f( P2 w- l8 R - lifetime 0 10004 d Z' @5 g( c/ _( t, o A! v
- animtime 0
* U' J) x+ y2 A. U - bonename "Bip01 Spine"
G: W5 c9 s3 c' o' u# c - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) + k8 a( `3 c; \- |
- alpha (0,0.5) (999,0.5) % m5 f; }: X' M$ t7 B6 i; w
- randomstart false+ Q6 N0 t s5 o( y9 ]5 c5 P/ K. s
- active true* I( p2 w: S5 r
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0% V* B; ^5 l2 |4 J1 e
- </control>
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- <control>- T' \( x0 K& b/ D$ p
- unitid 2
, ^3 E1 E4 z" _& X5 V) v9 t - active true9 f, ]! u5 W* G8 n1 z, Q& u6 c
- startposition 0 0 0) ]' p2 H3 |0 y) [6 N* G$ X
- lifetime 0 1000
/ y% [0 ?9 L3 ^0 @0 Y0 s: T - animtime 06 _" c: K5 W7 s8 Y0 Q
- bonename "Bip01 Spine" + c9 B$ _' [1 {7 ?
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
' v: t7 p2 B J8 U - alpha (0,0.5) (999,0.5)
7 ^4 _/ D( W2 v2 } - randomstart false
% G) U0 h* {) E, I - active true
/ [' M0 u6 c- N7 l - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
/ H7 _7 w& y+ `6 V4 f1 | - </control>; [. F$ M& B1 p
4 N. K! s% @3 `: ~- l- <control>, i) v" c$ w6 e0 {5 F6 b: F( l' S
- unitid 3
1 G+ z7 a# S! b: \: e" \2 j - active true
) U) X" }( n) @3 R5 M' a( W G - startposition 0 0 0
; }4 a* m* E( Z# y2 X - lifetime 0 1000
; ^% F' r) @# D l+ n - animtime 0* S. O) i* T4 g1 u. z
- bonename "Bip01 Spine"
w2 J% t, N, Q9 ^ d% v2 T* v) ~ - scale (0,0.5,0.5,0.5) (999,0,0,0)
6 \- l# J U$ }. J0 [ - alpha (0,0.5) (999,0.5)
# U# b2 l. T' Z - randomstart false5 `; W/ [3 R$ q# I+ J
- active true
( x* Q5 ~# @) y: S( ^ - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 00 ^) W1 k3 h+ v' d* P7 [+ z- o) n
- </control>
+ c6 W, t# }: X! D+ U$ g; z: ^5 S - 5 z, E2 K( h& `; ^8 R5 ]
- <control>
6 D* r3 H2 ]( e$ n - unitid 4
. A% K: `& T3 x. b O - active true
) v1 i' R) P0 f9 Q - startposition 0 0 06 y$ R9 z+ v" {* V s
- lifetime 0 1000
. r1 v- b% }* a" v7 c - animtime 0
7 [ x' q' R" k' @# q% T - bonename "Bip01 Spine" 5 u& c5 }5 C$ v! o+ z! a2 p# y3 W
- scale (0,0.5,0.5,0.5) (999,0,0,0)
2 n6 Y- H4 o% J u+ b) q7 d4 {: [2 { - alpha (0,0.5) (999,0.5)
; J' |. [# }9 m - randomstart false
9 b" ]+ q* }' ]$ q6 B - active true9 E" Z! B) H U* ?
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
, p: o* H* N& m" F0 |. N+ Y - </control>
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, p/ |1 H8 o4 r8 T3 {! M- <control># X' A a, E: q, ~% t8 {) g1 Y
- unitid 5
1 g% S( Y* w* N# x6 f - active true
4 b, _. ?9 w5 x# } P - startposition 0 0 0
8 n5 W2 [7 X/ R; o+ ^& _ - lifetime 0 1000) Q( E! `: j, p- S
- animtime 1
$ [! \7 t/ ^9 K9 Y9 v - bonename "Bip01 Spine" & [( \- s+ Q# Z$ U ]6 F
- randomstart false9 j. }2 f5 u8 m
- active true
2 J* J5 }" T& l8 i/ L6 R7 ^ - </control>5 v4 P% v" O2 u
# S4 \9 ~% L9 a/ F' C) K( M- </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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