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) M8 t) `* Y! R3 A( v5 w) e) T图片可以任意修改替换为别的图片 ) ^1 N1 a+ `* f- D
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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7 d0 v; [" s9 q. r
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effectdata.02
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- <cate> 15 v9 \+ |0 ?4 I1 W( `' \
- <effectdata> 07 V9 K% N) V- _$ L
- name sp_yellow_hand9 X. } `: s# k6 ]) Z5 m6 |
- unittype sprite3 F- h! L3 o) w f' ^. n/ R- E
- billboardtype camera
6 ^# w+ R6 P6 l - tailstep 20 0 0.1 600 false7 {8 P0 K2 [9 i7 L( p
- size 1.000000$ H" q9 E; Y7 q4 A1 n6 M
- backprint false; p2 \ ]% R2 g6 ?( `
- disort false
9 v2 ~9 ]9 F- p r - texturefile Effect\monster\longch.dds2 l" a/ D: _9 A/ u
- texturepack
9 s( D* r7 x7 T2 G& t3 B - blendtype add. Z* h1 [- T& g$ \. j
- textureloop increase
7 X! I" c4 d, c" o/ y( V - texanimtime 0
% R1 J0 \ `) a* H4 H ] - </effectdata>
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- <cate> 79 A6 ]3 F$ L8 O. z' G2 J- ?: U
- <effectdata> 0! b* H$ a5 L- x9 M
- name pt_yellow_short_light_02" r9 i( r6 w# A, m& @! e5 s
- unittype particle
4 |* p1 V, m: A - billboardtype camera
- ~! }" y) W, d2 l* F7 q1 O - tailstep 0 0 0 0 true( _; X0 S+ M5 V, F# a8 n
- size 2.000000
0 V8 L* V( H' j6 e! c$ a( G - texturefile Effect\monster\light01_orange#.dds
9 M5 d ?! `' ?- H) o! A2 f - texturepack
; S/ {3 j! \7 Q. K' K6 Z2 Q - blendtype add+ H/ I# z! H h0 J8 J5 N9 X
- textureloop increase B) @# o- C1 Y/ e* ?
- texanimtime 00 M1 M. x$ ]% t9 q* [ l
- leaftype sprite# s0 D7 o8 a$ ` J; g0 R7 q4 \, z. E
- activestate exploderange: w Z4 e5 q g# f
- lifetime 200 200
; W. H. B5 ?) p! e5 s( L - emitrate 303 J4 i3 |# v$ y Q1 c
- maxelementcount 10$ w: J+ f6 X' n3 U. w" z
- addrotate 60: h# |% {1 n9 d/ w3 V* B
- velocity 0 0
4 a( _! u6 c4 k" P( E& O, { - acceleration 0.000000) u8 `1 `4 X* j! h8 ]
- spawndirection 0 0 0& s0 ? V3 M0 l( T) |0 H
- gravity 0 0 09 c4 J% @& A! H& u
- colorrange 0.0000004 [8 B; B% _, {) K2 `
- startrange 0 0.5, y1 z+ G ~2 W0 E+ `
- endposition 0 0 0
, j; N. \0 j. l S( G p$ | - particlesize 0.5 1
# H$ A5 V8 c& x8 R$ r9 x - followdirection false
" q/ S B! q; u" n# m3 v9 I - spawndirabs true
$ ?' P/ E6 c/ i$ @- [ - trianglerender false
# z2 b) ~5 J% q - </effectdata>
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5 i0 Y! |- C1 a* `/ S- <cate> 3
: ?+ n5 P1 R2 F( m( n0 z! g; K - <effectdata> 0; C$ r7 o+ b; _5 Y6 }& G
- name mh_EFFECT_EMBLEM_DRAGON
8 K$ k5 E& T5 i( } F6 e* T - unittype mesh L& Q7 S4 v9 Q& q
- billboardtype camera c" L3 u5 G- M5 r9 U
- tailstep 0 0 0 0 false' ?6 ?6 u W& f6 Y: J- q1 \( `2 M
- size 1.000000/ G4 Z2 U: {8 d* y
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack/ A* w$ T, E' l- Y1 l1 i
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
) I; R/ u; W( t, ?* K+ Q% K% z9 m, b - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
G; K6 ]3 P/ M, E/ `; ^7 x3 W - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
* ~" [7 @0 V0 Z) i z1 Z - animlength 0
6 j! w. n$ o5 T- A - twoside true! p7 t9 G( s9 c8 G5 I
- mesh_status 0 0.000000 0.000000 ""
/ |- _# H+ Q/ a# t9 ] - </effectdata>
复制代码 $ m- T4 g0 v2 | N! w! b) _3 d$ h
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effectscene.02
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, ^) M) S+ S! _5 D* T4 u- <cate> 5 game
5 n$ [& P( _- r) g% R4 M - # ######## EFFECT_EMBLEM_DRAGON ######### #
z2 Y! ~) D8 d& J7 n - <effect>
( O1 p) F# }8 G4 \1 A+ j - id 1181 C( d6 H. Z' I, }5 [' e
- name EFFECT_EMBLEM_DRAGON! q+ b# O; B6 c' k6 Q& j5 _
- culldist 2475082071472936200000000000000000.009 `- C2 j; {9 h: G
- <list>
2 `0 a: [' R7 G4 A( p; V& p q - res 1 sp_yellow_hand& y' d% w f, I/ a# t$ M
- res 2 sp_yellow_hand
4 z+ U5 o; |: o+ B - res 3 pt_yellow_short_light_02 Y9 M' N* x9 U: k! L9 h/ T4 t( J& f
- res 4 pt_yellow_short_light_02
, O; Y8 f P* [ - res 5 mh_EFFECT_EMBLEM_DRAGON
4 O7 i' U# P' W% O - </list>
P2 w2 e+ l% p& O$ a! T, z - <scene>
5 J* g u6 e! q% ^' s+ K - sceneid 19 H& P7 e% ^) t3 t- P1 V
- name 1# U! c& \, ?! D& c/ g, P. i
- <control>
( w: y8 q! H+ S9 G9 Z& q1 M' } - unitid 1% I: [# V" |4 r5 i. S
- active true
, Q k, V3 A0 U+ T - startposition 0 0 0
: C |$ D! z0 O# q - lifetime 0 1000
* X" v: j& q' h" J4 G$ s0 w - animtime 0
1 ]' L7 S- J( V - bonename "Bip01 Spine"
8 Z# A2 X* O- t - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 2 V o( U/ B& b# b7 J0 V
- alpha (0,0.5) (999,0.5) " I0 t1 T& J! k- Z: ^ Z
- randomstart false
) o) t3 b: M3 |! d; X; W - active true: L$ r8 M' G& h `7 |: Q
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
+ i+ E, c# j7 G$ W - </control>
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# ~' r7 t5 ^* Y# h- <control>
: R9 f+ z1 E' Z) P, r& H - unitid 2; `+ {. {' c/ E+ U3 ^4 `2 d
- active true3 q5 p! _0 ?: A" ]& h
- startposition 0 0 0, W Y) I9 e4 k, g
- lifetime 0 1000
9 L" J0 a3 u& O' @) V - animtime 0- P9 l6 J. c; s
- bonename "Bip01 Spine" 6 Q9 j8 `& g1 C2 R7 a u
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
, f% _) b+ [8 f' O2 q& M* s% A - alpha (0,0.5) (999,0.5)
) n' p# }$ N4 C; G - randomstart false
4 ]9 g! N: J* m' G( b( L5 m - active true
+ l) }2 S5 G# j* @* U4 W( k U - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
5 h) j/ q* f3 H5 z! O5 H. } - </control>
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- <control>
$ {6 b; z- _; h/ ~6 A - unitid 30 X( c. j+ [) M* ]( p \- `
- active true' i; x. w4 W& K
- startposition 0 0 0
; V S$ }: [+ c6 ~9 k0 C - lifetime 0 1000
3 r3 B9 W" O1 U" x/ X# b - animtime 0+ R& _. O$ V0 `2 F8 C, w0 e$ [
- bonename "Bip01 Spine"
# h$ x: u" N' w, ^0 p - scale (0,0.5,0.5,0.5) (999,0,0,0)
! N! }7 {% W/ B+ T. T9 f; U - alpha (0,0.5) (999,0.5)
h$ k$ j8 [3 {/ I - randomstart false
. ?4 z! L0 p; |- c - active true1 Z4 u2 z) B, B4 Z$ L9 T( j
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0$ T* A* }. \3 `- }% J, c
- </control>" ^' o' `8 d8 a5 J
. o2 l0 _+ p7 `+ ~- <control>; D* c% ~* l8 X( F; g
- unitid 4
1 T( `, M l0 a+ u) m# Y, d2 r - active true
$ S/ ~; i' r, B4 ? - startposition 0 0 08 g7 u- I$ W: X! L8 K% |
- lifetime 0 1000( |3 u) k$ R0 k7 E7 @9 n
- animtime 0$ H& u. \) a% ^
- bonename "Bip01 Spine"
- y( R1 ^& k/ {' F4 t& i - scale (0,0.5,0.5,0.5) (999,0,0,0) 4 A+ \2 y3 _6 g5 f; K% o) ?# ?4 A
- alpha (0,0.5) (999,0.5)
4 i. \+ Z; X& |+ Z - randomstart false
. s: j: v% A X2 p - active true
0 B- y) F+ k {1 U# i9 Q1 x - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
; |% z5 E+ @8 a6 w. s0 w7 ~8 n - </control>
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- <control>
: f8 X) E) [3 j R3 e - unitid 5
5 |# h+ q5 Y$ D2 v - active true
+ [/ k& G- {6 \7 v6 W( h - startposition 0 0 0
5 p* y( w$ [2 d3 f* @" O* M/ Q - lifetime 0 1000, N% R% D1 z4 }
- animtime 1
. q0 C4 X" q, t3 w* b9 c5 Z - bonename "Bip01 Spine" # I8 P" h; m- s& V0 J- \7 f
- randomstart false
0 n. c" T5 H/ n5 { |3 K: Z5 N - active true+ H3 H' v. L* D0 h5 _* Y
- </control>* R$ S6 y* y4 B7 m* X" s
" m& H& _0 X( M- </scene>5 z# a" w2 p* I: V/ a" [
- ; ~' W9 j/ I* @% y
- </effect>
复制代码 * F5 W% M9 s! j6 I
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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