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* `3 l/ Q' r0 ]5 T; E2 ]2 o图片可以任意修改替换为别的图片 * f2 `' b5 t% ?8 i: x! C6 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
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effectdata.02
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( C7 J0 l/ W3 p' ?) z- <cate> 1
: e& }- b$ r) M% S% ]& ~ - <effectdata> 08 M# f! ]* A3 n& Y2 Q) h
- name sp_yellow_hand
( _1 Q* _: j" N+ e: T - unittype sprite- S. S% S+ J8 x
- billboardtype camera; o. ?* T$ m( e9 X9 p$ N5 @
- tailstep 20 0 0.1 600 false
- u% S; j( g7 r, s - size 1.0000003 i p! [0 F3 Y! g3 A9 J9 G6 T
- backprint false9 v4 M4 f, P( q
- disort false
}/ v# H5 Y& S+ C" P - texturefile Effect\monster\longch.dds
( b) f9 i( p% E( [! ]! I8 P$ z - texturepack
! H) X1 P. \5 ~- d8 G' j E% a - blendtype add6 q6 U+ A/ F% x2 i
- textureloop increase
4 @. Y+ I9 X' }, U, H+ l - texanimtime 04 ?: J4 F& R0 Z1 Y1 d% M* z$ U
- </effectdata>0 F' L6 {4 v* B
- / r* U% z8 M! O5 t! w# H3 W8 d# @1 ~
- <cate> 7& E, m0 j: I$ D' C" \
- <effectdata> 0
f4 d: P% b- O( e8 |" v# n+ [) F - name pt_yellow_short_light_02
7 K5 m! y% K' n - unittype particle3 W& ^# T0 H S3 I
- billboardtype camera
0 t3 Y) ~1 g4 W7 I/ ]' ^ - tailstep 0 0 0 0 true
; i/ Q r* K" K/ w8 ~ - size 2.000000
4 Y' I# [' a+ O5 a. G - texturefile Effect\monster\light01_orange#.dds8 S6 U8 q) L g0 k! B
- texturepack # w, I0 [5 H* @2 h# y4 ?- r7 K# A" ]
- blendtype add
4 `$ ~8 n1 T! Y8 q& i" x - textureloop increase
8 y3 l8 k' l6 g' F; \ - texanimtime 0
# t4 C# g5 z( O, Y& G - leaftype sprite
% d& `* n" ^5 \/ r, f0 f; a& f - activestate exploderange6 }/ _- U. p0 s L9 ]) W7 ^
- lifetime 200 200" V1 `5 L& D% E0 o1 j
- emitrate 30
; j" f2 u$ z! o# e - maxelementcount 10, I/ _- V$ E5 k. D4 I% j8 P
- addrotate 604 F3 J# O3 {$ ^! w) r+ ^8 V
- velocity 0 0) y9 h7 M0 Z7 K& u# \
- acceleration 0.0000008 s/ g% W i7 l1 a
- spawndirection 0 0 0- |9 Z4 v9 g4 W5 [
- gravity 0 0 0
& g( A( `! [% P7 S3 A ]& R - colorrange 0.000000
9 z) W9 ~$ H2 B0 d+ c6 p - startrange 0 0.5% A8 U" s- z( h4 h8 ~7 I
- endposition 0 0 0
9 T1 D! s, m0 V4 z9 P9 { - particlesize 0.5 14 o6 W3 z0 r+ |8 D l& _( u
- followdirection false
3 v3 F' b( w+ F R1 o - spawndirabs true8 i8 I7 G$ b9 m% q) @
- trianglerender false
% l/ {" y% I% L$ e& w/ i - </effectdata>( l8 ~1 T; \# z0 H
- % b/ G6 F# t6 u1 F8 k$ V; \
- <cate> 3! X/ O j) c. C! F2 v4 _+ I: w" Q
- <effectdata> 0
7 ?+ v3 [0 d" T3 Y! I0 E - name mh_EFFECT_EMBLEM_DRAGON
$ {( K2 m- c4 V' b8 e \ - unittype mesh! L& Q5 [ M, Y7 c9 L' f
- billboardtype camera
6 \& L) \' n& g/ Y+ J - tailstep 0 0 0 0 false7 O# y9 i3 b4 R% ^3 w
- size 1.0000002 d0 ~: n" E& O+ Q' x- ?
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack' s( K% z H5 U$ c
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh- O* q! ?3 _& z- t
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
# t% r# U% q+ V- X - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel( p, D' c; E/ K) ~) ?
- animlength 0
) Y2 @3 v" W5 G4 w, u7 A - twoside true
0 q6 F+ d S0 O" r g* R - mesh_status 0 0.000000 0.000000 "", _: q: l# I3 Z3 M7 a
- </effectdata>
复制代码 ! N( ^" R1 t d) e
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- S! D3 S" o9 J O! r8 D- <cate> 5 game' v O% u! H( ~8 ?+ Z5 e
- # ######## EFFECT_EMBLEM_DRAGON ######### #
" z- E( h+ C9 [, U8 a - <effect>
- D, t6 [# A5 M2 m - id 1181
P' n* a5 Y ~3 P$ m - name EFFECT_EMBLEM_DRAGON8 U7 y: I* ]. `3 Z
- culldist 2475082071472936200000000000000000.00 ]# J& F/ @# T" w# O7 v e8 b/ ]
- <list>
6 b7 F9 ?; o; k6 ]4 {' Y - res 1 sp_yellow_hand
% u8 n7 J: a4 S8 b, t. X. W. n4 D - res 2 sp_yellow_hand
' S8 A: y {& ?) z( Z - res 3 pt_yellow_short_light_02
+ A6 U( h. n9 U& ^ s - res 4 pt_yellow_short_light_02
' j3 k8 j) Y, B r) i - res 5 mh_EFFECT_EMBLEM_DRAGON( j% F' n7 Q, u. d# d# l5 d ]
- </list>
6 k l. }4 P6 |; n8 c& i6 G - <scene>
4 y5 l& O4 ]! L( p% q# W - sceneid 1
: ?" c7 U+ d5 d4 s3 g$ Y$ E: L - name 14 K8 M' W/ s' l; ^2 J
- <control>, W0 y( l) i U6 Q' `
- unitid 1) O# p( n! t6 Q4 l, j3 T' ~. c; e
- active true8 `. K" o0 ~$ \, O9 t. X/ n: W- I
- startposition 0 0 0
, S& D# H& h7 ?. L7 c: A' C - lifetime 0 1000" n3 W3 _% X: G5 b# p7 w
- animtime 0/ j d8 D9 I. t7 p, ?9 ^$ u% D
- bonename "Bip01 Spine"
" {' v! E; g( X4 r - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
" |8 |0 C! q" a+ b - alpha (0,0.5) (999,0.5)
/ H0 X" ?1 t4 l1 S - randomstart false) x) s, @2 ?3 `% G
- active true( P r* b: x; j) Q: K( N1 ^
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0+ U5 y" ~' @2 P1 L
- </control>
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9 F1 b* J+ ]- H( w- B6 r- <control>
! g. W5 h6 t6 c* }! A& f; y, e) @0 E" B - unitid 2
2 ? b5 j, O9 Y3 D) ~2 a - active true
$ Z- K' O9 s1 ]: j) q - startposition 0 0 0$ H$ N( D5 `4 q; {# i
- lifetime 0 1000: r/ N: ^: a8 B8 w: U, l, E
- animtime 0
( A+ Q5 ?9 K A; ]" _ - bonename "Bip01 Spine"
* K# H/ D2 v$ n3 h ~ - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 1 s2 C3 s! B' h* X& n( s/ T9 ^- R
- alpha (0,0.5) (999,0.5) 7 {' y; `2 j$ o; Q, O3 `4 @; v
- randomstart false
) D5 `( R0 [' r3 _2 d) N - active true
% |" {: @) q9 a& r0 L - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
9 d% d: M1 f1 f" e* [9 m% t! r - </control>
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# d+ k% R) u6 B- <control>
9 I" _; {$ V# W- @! D0 t- ] - unitid 3
: K( m0 S W9 s- q$ w# \8 ` - active true
$ Y% M4 ~% q) ?9 R9 k- H - startposition 0 0 0
% ^$ Y |5 s/ |* k" g5 t% m V; N - lifetime 0 1000& f. b- P; O( i6 C+ y4 x+ p% l1 _
- animtime 0
6 P4 D7 I% R4 e& q% e3 S- D - bonename "Bip01 Spine"
7 d- p: }( l, N5 ? - scale (0,0.5,0.5,0.5) (999,0,0,0)
* R% c3 A2 k: d: s; ~ - alpha (0,0.5) (999,0.5)
) P% c( D3 ^$ A/ N1 n - randomstart false( y8 C% u4 \- U. q; y
- active true' D: {1 H$ @1 s) [
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
0 l! O' \0 w( Y e - </control>- ]6 g" p9 c" h4 A( F. n# {/ ?
6 `) w6 B4 Z5 F: {* r( r. w3 e; I- <control>0 I& `3 B; W$ ?
- unitid 4
# u2 m9 z! n& X: E( n - active true* _1 L" _" ~7 ~& E' q
- startposition 0 0 0" }) X% v7 R" \: s! c, P* S- m
- lifetime 0 1000
5 C3 R/ s( u; T$ J - animtime 0
: N2 p% F. m9 }+ Z' ] - bonename "Bip01 Spine" ! E$ C( S/ c, y, j W* L. B* y; a
- scale (0,0.5,0.5,0.5) (999,0,0,0) * J% |+ a/ V5 H& B! L! v
- alpha (0,0.5) (999,0.5) $ O8 k& P5 |2 s/ q* k/ m
- randomstart false
. Q! B0 d8 q2 e& f2 O- _ - active true
d# d! z6 C1 i/ _& Y7 _0 b' E - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0- P. M0 X2 `3 y3 \' n- X- Y
- </control>3 S v) d7 q5 ~! _
! t6 }' { S9 ^/ m- <control>
1 j9 ~8 ~2 U( T" w7 u$ I; E - unitid 5
" ? p3 k2 \/ e& @0 O: n2 G, ] - active true
8 l8 u' w6 A/ f' R8 z5 Y' N! f - startposition 0 0 0) o1 n4 o4 d: g$ ?8 u
- lifetime 0 1000
4 s* E1 e! Q2 P# K7 o - animtime 1# I2 N$ G" O9 E+ m" c( B
- bonename "Bip01 Spine" 5 o* _: t! M& P# O1 y
- randomstart false v Q& L3 ^* Q
- active true
* S: I3 Y! c* h9 C0 E - </control>
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6 J Q& w/ `- {6 k2 [- </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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