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9 H5 r! R; j7 x- }* r% q图片可以任意修改替换为别的图片
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4 |& _: v" {) f! v6 g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$ k+ d, v1 B) @5 M3 c
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- <cate> 1% w9 K- i1 B8 |2 n2 J
- <effectdata> 08 N& u/ M5 P& S' `$ K9 m- w) q. b
- name sp_yellow_hand. `% j9 Z- m$ @, e& p- |0 a0 @) `' d1 u
- unittype sprite
4 H/ ~+ s: Q2 x4 H( i B; C8 w - billboardtype camera
8 b r, F( w) n# Y1 e- K - tailstep 20 0 0.1 600 false
) ?7 N5 M4 P$ S4 X( Z - size 1.000000! l4 E, d; G; S ?+ {7 R) {( n
- backprint false$ M4 q8 r5 m y
- disort false+ b+ [* W7 v3 T4 [' }9 A+ L
- texturefile Effect\monster\longch.dds
) U* f- U( m6 M% f - texturepack 8 z% I) ?. a2 M2 Q' w# o
- blendtype add
0 E7 p, K5 _8 c: c0 Z& V8 E - textureloop increase
& U) }- l1 z1 ]0 v - texanimtime 0
. A% c3 @% u8 n/ G% y$ q2 F- `* k - </effectdata>
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) @+ t) X9 z" V1 t9 g/ a& F- <cate> 7
" F, u/ }- z9 d - <effectdata> 0
! C* n- E3 C, \6 i- ~0 q8 X8 w - name pt_yellow_short_light_02+ J/ Y9 T$ T" a' e& m- e
- unittype particle
) }& D( {0 V# P' m$ D" o - billboardtype camera5 r1 J; L1 ^( {( t" S
- tailstep 0 0 0 0 true7 ~9 R2 c! ?5 p" j9 B: H* ?
- size 2.0000004 v9 f$ \8 `& f6 r. a
- texturefile Effect\monster\light01_orange#.dds
7 k! g9 }# f. R' h8 ^$ ?3 l - texturepack
6 g2 H, P8 q x4 p - blendtype add0 u3 i5 e( m! C* W* l$ C& @+ o* ^
- textureloop increase
% }. m8 m6 K8 a - texanimtime 0
7 K- r/ k, o8 M+ m/ k - leaftype sprite
. x8 P6 k7 a t1 V1 b2 r - activestate exploderange8 Q+ H) u& T& L6 _) P- A
- lifetime 200 200
L* N6 j3 ?. ?+ z( Y' T3 f" K; ] - emitrate 30. o: J. _# L- T" c6 U# j
- maxelementcount 10- h$ @" @1 T/ P) Y2 e, G$ M! B
- addrotate 60 u1 F, g# G4 G g
- velocity 0 0
) N' {6 T& G' R8 b - acceleration 0.000000( p1 `8 f; a ]9 ^% d
- spawndirection 0 0 0
( F5 u9 M2 |- q' F, a9 L - gravity 0 0 0) {, i$ |: v" j+ H0 ^$ }
- colorrange 0.0000000 m ?4 X% f5 D" z0 m6 D n5 V
- startrange 0 0.5. i$ R- w- F+ B/ e2 u
- endposition 0 0 0
1 s6 x5 L8 V2 l; A. H - particlesize 0.5 1$ i; b/ S8 J4 @& f1 z* f
- followdirection false
3 e2 {1 N$ a. e - spawndirabs true
- ]. l* l0 p& F( @2 z - trianglerender false
; W3 A4 Y% |& F' y* _2 D! G, }& g7 ] - </effectdata>, b! \/ E* Y7 n: G& }8 U. W
- # K/ Y' ?8 R, f# N# b
- <cate> 3- ~9 p' w$ K& s
- <effectdata> 0- f! U4 X' ~4 f) f% W$ J
- name mh_EFFECT_EMBLEM_DRAGON
+ [# N) z5 Q* B P, |0 @; L - unittype mesh
) t9 V1 p( H0 ?) g7 r' k - billboardtype camera
7 d4 {: Z7 h# B1 P5 k8 e3 f) j1 ]% J - tailstep 0 0 0 0 false. z8 t% a& O" W/ z0 @( X1 ]
- size 1.000000% x4 Y6 u# ~/ d! c) E6 y1 Z9 t
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack9 U& p9 r$ I" u1 p3 [ C% n
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh) L6 E' I# |% f, c" }; ~) l( h' S
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim( G& x: d+ k: U
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel. J f$ C. R4 H7 j' J+ C) K$ V
- animlength 0
1 l& ?+ q) A1 q - twoside true
' p7 G* u2 R) n - mesh_status 0 0.000000 0.000000 ""
0 y; k( m k# j% [' g* R- \. G - </effectdata>
复制代码
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effectscene.02+ ~, y: U# T- U6 y$ z4 \
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- <cate> 5 game& c+ s6 O7 z) ]3 g7 G, G
- # ######## EFFECT_EMBLEM_DRAGON ######### #. v4 U& d4 I, c2 B5 y& L
- <effect>
; p+ d2 c& x( y/ Z, n - id 11818 b1 F0 z5 X1 v, F* Q
- name EFFECT_EMBLEM_DRAGON
8 X U" g( D4 c8 X, g0 j" B - culldist 2475082071472936200000000000000000.00
5 k1 f- Z }, g2 f% k* b0 [ - <list>& d: S5 A' Z3 o. k5 B8 |( S
- res 1 sp_yellow_hand2 M, f9 E: U, R1 u. S3 M
- res 2 sp_yellow_hand
! u G$ q9 G4 v9 C7 q - res 3 pt_yellow_short_light_02
8 W) s, ]) M! C+ M- M - res 4 pt_yellow_short_light_02! ?1 h; J1 ]- `/ \2 n
- res 5 mh_EFFECT_EMBLEM_DRAGON
H: b3 u9 @" T) k! g - </list>
6 u/ O2 ~! s7 h8 H* i$ \$ ] - <scene>3 T G% V3 j, D- U
- sceneid 1
$ W2 X; H# `# p9 p2 Q3 w - name 1, e- Q4 Y2 y, Y% |+ ?0 s
- <control>
5 P! x3 {' D4 f: \9 ?7 N0 f) U - unitid 1
2 u7 J1 W3 @% g" [2 @ - active true
* K1 ]3 Y) X( J$ U7 z! w. v5 \+ l5 P - startposition 0 0 0, W$ W/ n4 h# h4 l0 L, R$ {
- lifetime 0 1000# {5 H g1 D* R/ Y$ M/ t% V
- animtime 0
( S0 C' q& J; ?, O# l - bonename "Bip01 Spine"
' `& _$ p0 `7 x- V, ^7 k - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
5 Z) S& d, M- U2 f - alpha (0,0.5) (999,0.5) ( h8 ?: W5 [8 S: f
- randomstart false9 Y7 j' v. w& [5 k; w6 L" D4 H
- active true
: G3 \- F2 ~* ^2 P+ m" ^ - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
' U i/ h* R9 W3 K1 X - </control>; N* P. r3 B2 k: J9 a! p1 a
# d/ Z! Q# P' U- r+ N! j0 j# K% i+ b- <control>8 a9 x4 s |' A! c( y( p/ j
- unitid 2
& n5 G. }6 }; l& `3 O - active true
7 X, Z% G7 S* \5 v- E9 @ - startposition 0 0 0
" y& t2 n, S9 Q6 E% ]; i, T - lifetime 0 10001 s2 @, X! E. ^$ n! C* i0 G4 y4 V
- animtime 0
3 ?0 {$ R% C) _8 l3 l - bonename "Bip01 Spine"
. s' e5 T4 N0 V m$ e - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 8 S- o+ `/ o. @$ k7 d# a" V
- alpha (0,0.5) (999,0.5)
8 @% t: e# d+ F! N' K2 i - randomstart false
# M, Z5 O# f. X* e - active true
. s% z0 b7 G( l. u: ~* X! S3 a - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0: f0 ~! ~4 k. j/ O
- </control>
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6 P7 z7 o/ B* p' J: z+ d- <control>0 H! d. Q0 R6 w U1 O* D' @
- unitid 3
" l9 J: D* d9 k - active true
5 J; j2 S' N7 n% ?) x1 m - startposition 0 0 01 g. W3 w6 e% q: d# M
- lifetime 0 1000* x( G! w2 v# U& A; E1 x3 Q
- animtime 05 J9 c* T9 u9 B' m0 K
- bonename "Bip01 Spine"
) {8 G+ T- c* M' V. z) j. I4 W - scale (0,0.5,0.5,0.5) (999,0,0,0) ! C! p1 @& F. w
- alpha (0,0.5) (999,0.5) ( D5 L+ u0 b. x m6 _* M7 A
- randomstart false2 L4 w+ C2 ^& x; Z8 [/ e
- active true
+ B8 N; ~$ d9 D8 q3 H% _6 J @ - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 08 ?6 a) y1 k$ s# \& b
- </control>
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6 t: J3 C; U! K+ m8 j! D& w- <control>* e# J1 Y$ k b9 p+ i
- unitid 4
/ e& G* u! D0 i - active true
! w& B1 k4 Z/ ~" u - startposition 0 0 0
i3 w$ Q* G# c7 q: H - lifetime 0 1000" s& X- D8 O4 _ }
- animtime 0: P4 G. U4 t, R) |
- bonename "Bip01 Spine" 9 ~* d0 p' k7 q& s! j3 d1 r
- scale (0,0.5,0.5,0.5) (999,0,0,0)
2 r2 f( m2 E4 C0 d2 g% {: ^ - alpha (0,0.5) (999,0.5) 0 X' f ^9 u" f- w# {: q q
- randomstart false3 Q! I! y2 [1 _
- active true
, f9 |$ s( I9 M' n; T6 d& X( s; A& w - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
8 {0 P$ U6 W0 w( j - </control>
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- <control>
" I; u# ?4 ? Q% @2 {- W - unitid 5
3 m3 i$ u' s) \6 K# \' G( R' z" _ - active true; |; e' ?& x0 {( ^# F
- startposition 0 0 05 s6 h1 Z. ~, D- `$ }
- lifetime 0 1000* @' y6 s( L- [/ i. F
- animtime 1
4 ^6 \. d; U1 L [ - bonename "Bip01 Spine" " P, t ~4 `) B6 ?: `$ N
- randomstart false
( F0 H/ P: a6 d/ E+ \ - active true n7 K% J d6 h4 F" Q- J
- </control>
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4 m: Z6 M- N8 V- </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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