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9 ]1 B6 r3 |) I: V* h2 F6 X0 n图片可以任意修改替换为别的图片 0 q r* V3 K) H( _) D% H
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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0 u' }' T( x o! b x6 E- C% I
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effectdata.02
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$ O! ?2 ~3 r8 k+ `- <cate> 1
g, a# ]% v7 `! X( a# Q# w* Z& B - <effectdata> 0: t( B; E2 N3 t
- name sp_yellow_hand: L# a: e0 {) R
- unittype sprite# E4 `: Y1 N- g- g- N: ]3 Q! K
- billboardtype camera
: u! P3 M. A8 r. x. t - tailstep 20 0 0.1 600 false
- k b! D. k. ~7 C& K - size 1.0000004 b5 | G/ S4 b9 |% \
- backprint false, n5 V, M' h. t. I
- disort false
+ s3 z& Q) S# z% z* F, i- [ - texturefile Effect\monster\longch.dds' T4 A7 n; q9 X
- texturepack % R/ n1 n" o- [- C/ M8 z
- blendtype add$ Y: d- @# N. d9 F' S+ _, O( u+ ^
- textureloop increase* V4 A6 R+ p; v5 W, x
- texanimtime 0% B' \) U7 ?2 `; L# }- C( ?2 v
- </effectdata>
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3 Z w k; ]7 z& X- <cate> 7
, D8 s5 y T, i3 f5 Z+ f, S! k* } - <effectdata> 04 m* q! l5 h7 \2 V" {8 Q
- name pt_yellow_short_light_022 _8 }+ C0 ?8 D6 l7 N& @4 ~
- unittype particle
7 _4 P3 |! F6 w ^: B - billboardtype camera0 \% Z q! l7 n& E
- tailstep 0 0 0 0 true7 ~; p1 W% y6 f
- size 2.0000000 ^. w0 B0 i- K- o, X
- texturefile Effect\monster\light01_orange#.dds
1 |% }0 R2 h$ z* c. Y8 T( M' b - texturepack % Z5 H" b }# R5 l: L. J: F
- blendtype add
7 W1 p% c# H" o5 |5 b I - textureloop increase& C$ Y1 f9 {1 I
- texanimtime 0
( b# L C3 N) S( J) f& p - leaftype sprite, D9 q, E% \# f4 I: l _& z
- activestate exploderange: U N1 N" F X8 H, z
- lifetime 200 200
" r- J% Y( o2 f& N2 O6 E( I) J# o& _- A - emitrate 30
" ~4 m2 {2 {9 A8 { - maxelementcount 10- K1 h5 g, M: T9 Z7 o, B; P
- addrotate 601 Z3 p7 N5 A) {! |. \
- velocity 0 0. U$ ~7 \7 G! B1 Q+ u' k7 H
- acceleration 0.000000+ T9 l. d* m" ~5 l/ \* Y
- spawndirection 0 0 0
) b G. \$ T# X7 v. U6 z2 H - gravity 0 0 0, \1 R8 a" n$ }$ B% m
- colorrange 0.000000; A B) r( j! X. K* w# k9 M8 X
- startrange 0 0.5' ]+ j2 \4 C/ ?
- endposition 0 0 0
3 ]2 I6 l( g$ R) g% f7 q - particlesize 0.5 1. q( f( a+ t+ Y* A" @
- followdirection false/ E( d! q: ^9 \# P
- spawndirabs true
5 R! F( J& ^& I5 `) C - trianglerender false
" D! H, ?0 D2 x* T - </effectdata>
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- <cate> 3, l% t% ~3 C3 O+ j: r
- <effectdata> 0$ @( ^0 m4 |: M4 a) v8 f2 A. S3 i
- name mh_EFFECT_EMBLEM_DRAGON
& Q; ?$ s9 R, D9 g1 L/ s$ ^& f, W& y - unittype mesh& L5 t9 L! G! X
- billboardtype camera- K) R' y% n$ V6 _
- tailstep 0 0 0 0 false0 J7 Q, T* v( r
- size 1.000000: ^" {1 X) }6 _6 u3 E1 j
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack D; {- P% B- j* r
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh" P5 G2 [4 ~ ]" F) `7 \9 P3 w
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
" w- n* q' T) |6 A9 W, D& P* f1 x6 x - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel" b* r+ r/ j9 B* @
- animlength 02 L0 U% R0 P8 J, q* `! ^9 U: N
- twoside true2 i# S5 e1 t, ?0 ~
- mesh_status 0 0.000000 0.000000 """ C! K% O, H5 w/ W6 I* m4 k
- </effectdata>
复制代码 % |: |/ J. }% C+ c2 I
1 s( h* w5 d- Beffectscene.02
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- <cate> 5 game9 e6 u% |, @; X. F/ p
- # ######## EFFECT_EMBLEM_DRAGON ######### #
A! _7 g" _$ Y - <effect>; {* i$ b" `' J$ v
- id 1181
/ k8 ~1 i, j' \4 B; e& t - name EFFECT_EMBLEM_DRAGON8 }( l) c, d) F! }# ?4 N. n, h
- culldist 2475082071472936200000000000000000.00" ~4 j* ]2 [. i* ^
- <list>0 M2 n! e; P; o/ {
- res 1 sp_yellow_hand$ c0 n# w' {0 E
- res 2 sp_yellow_hand
9 g/ E6 ?/ f! w% ]5 F! b - res 3 pt_yellow_short_light_027 E8 ?" `4 J# Y" e {6 u/ r
- res 4 pt_yellow_short_light_02
R) V3 ^7 _7 d& i - res 5 mh_EFFECT_EMBLEM_DRAGON3 B( H; ~7 y3 @: o8 m, P
- </list>
' H* `7 d8 }8 r, J" B6 M5 r - <scene>" {0 o/ [1 t( M" p3 S4 U
- sceneid 10 [: W( T/ O. L# i! n+ n
- name 18 O( g6 v) y' d/ Y
- <control>- K. Y. O, e8 W
- unitid 14 n4 A, w8 S% w( ?4 E, F8 h1 v4 C
- active true g8 Q: y5 N4 K2 U0 ?8 |: I
- startposition 0 0 0$ z/ v' a4 o' ~8 ^9 L' V0 t
- lifetime 0 1000
" v' H( ?; }* y0 K% C7 j' V - animtime 0
! L1 `1 `+ O# h - bonename "Bip01 Spine"
* `* w9 V$ o& K - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 5 H# f/ A* I8 ]
- alpha (0,0.5) (999,0.5)
+ N3 \1 ]' R- y. W) v8 z - randomstart false/ R v e a, F, M9 d* Y# u; Y
- active true$ m* b( y1 @1 g9 Y$ Z4 r r0 ^
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0, e. J7 R8 y A3 d
- </control>& x- v3 W+ I1 `5 v
/ V0 h4 m f" c( S: S- <control>7 U, l U4 D* P1 @# {; O$ r
- unitid 2( s/ M: u# s4 o4 J6 h3 v$ _6 W
- active true9 _5 |7 L* ]6 E) h) [, K
- startposition 0 0 02 ]+ B; @- h2 z) \3 r
- lifetime 0 10002 S! P' v& _ P- N
- animtime 0
+ t8 |% L2 _; o; t: x! N; Y - bonename "Bip01 Spine"
7 ~" n' W) c( S) o: c9 g8 y( K% D - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
# G/ C( C! A8 J$ X) l8 i/ M - alpha (0,0.5) (999,0.5) ! R8 b; U" X1 T( b7 F
- randomstart false, a4 x, ?( G0 _' z5 A
- active true! k2 d; B( y5 }5 d. M
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
/ u3 W# `( T, g/ H - </control>
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6 p% Q; |4 q' |2 s- X' C- <control>
8 Q/ W, H1 @# L" o! \3 A; q5 U - unitid 3
/ _- }4 ~5 X d+ Y: r t - active true+ t6 B( k0 a& L# N! j
- startposition 0 0 0* k1 S2 u" P' j
- lifetime 0 1000 s1 _$ ]! n3 D8 E
- animtime 0- Q! [% c% E7 b) k2 T& d3 W8 T8 H
- bonename "Bip01 Spine"
) B# l) N. w2 ]! f - scale (0,0.5,0.5,0.5) (999,0,0,0) , X' {/ L+ O3 ?. y
- alpha (0,0.5) (999,0.5)
& [! }5 ^+ N/ H% ? Q - randomstart false
% e+ {4 V) a9 A9 F h4 @ - active true
& t4 E2 Q+ v$ }. S1 r( V$ v9 ^ - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
% C0 n5 m$ i2 H* y, `4 k - </control>
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& _6 }7 a) q1 z# r8 L- <control>
( a! S2 k/ z6 |) R- ] - unitid 4
/ i* i5 c: R0 E# m - active true
$ A' O# Q7 [ i, a4 M' l# {( C5 p/ ` - startposition 0 0 0
. j* W$ S/ a( O5 l3 v - lifetime 0 1000) r' _. Q" Y E+ { o+ M
- animtime 0* g5 N+ c) W* S0 _+ ?" e
- bonename "Bip01 Spine" : \, m7 z: |) O. w
- scale (0,0.5,0.5,0.5) (999,0,0,0) h; u( b. \" x4 Q c
- alpha (0,0.5) (999,0.5)
! n8 A+ x; N' P% j - randomstart false
* U) H* o$ B1 S | - active true7 j/ ]" q# P+ \ {" }
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
/ i# Q; e' \9 N& o6 h2 t2 q3 W7 b - </control>
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- <control>1 Q4 ~/ `, g/ J# ]
- unitid 5
8 s0 k* {7 Y4 E1 Z( w& s9 \ - active true: Q" M$ K1 x6 }. L, J$ R, I
- startposition 0 0 0" K- R, R! y9 n3 j! ]) Z9 [/ O
- lifetime 0 1000
* D, [& O S3 Q - animtime 1" C4 p) ~5 P2 p V: M+ z
- bonename "Bip01 Spine" ( [" F% Y, m6 l2 B2 ]
- randomstart false4 a0 u! H) c( c0 G# n" w. K
- active true# r, ^5 i- O: o6 e2 q3 Y
- </control>
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- </scene>
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4 p ?1 ?3 C* ]" c9 x- </effect>
复制代码
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特效.zip
(408.85 KB, 下载次数: 4, 售价: 10 贡献)
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