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' w. o& g) K4 F9 V: a图片可以任意修改替换为别的图片
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- a8 ` [; R t/ e; D l) }, `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+ ]8 I* s9 {9 `* b6 Y
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- <cate> 15 W# A$ n' r( q
- <effectdata> 0
: V) f$ { ^7 j) ?: [; T1 j - name sp_yellow_hand" V7 S3 e- |: S7 u
- unittype sprite
- G% T, E p9 z9 ~4 q, t - billboardtype camera% @! e2 }+ I; \
- tailstep 20 0 0.1 600 false/ D3 n% q4 X# b) X& C2 C k$ K1 w) [
- size 1.000000
3 c& D! b7 _$ Z' e: ^" \0 V - backprint false$ y: U' A- ]* D. a* j) G t
- disort false
# f! ~% Z$ C% a& r6 ]; y5 c: C+ U - texturefile Effect\monster\longch.dds
- o$ n. J, _. ^: }9 r5 _8 C - texturepack
3 W8 @9 z# `1 g$ Y' H D! x - blendtype add
) G, b' w6 p- Y - textureloop increase/ C# O% H }7 Y0 b# A! V% J& H
- texanimtime 0
1 _2 V9 n7 R# o* w - </effectdata>$ b+ h0 i" p! a4 P9 m4 W
- " a2 a" M7 x9 x
- <cate> 7/ w' d- z; @' c% I
- <effectdata> 05 G/ N4 P/ `, k7 _1 I
- name pt_yellow_short_light_029 k$ l% J H- q
- unittype particle$ V# w# o0 Y" h; x! z e6 \
- billboardtype camera
' B0 i+ j. I6 @3 o. e- c - tailstep 0 0 0 0 true5 E- F l% a2 \3 y2 i. h
- size 2.000000
- h- f% a; F! @- ? - texturefile Effect\monster\light01_orange#.dds
1 H' {' P- f, D- k - texturepack 4 t4 I) I% v3 ~) M K
- blendtype add0 a( G+ W% w) t \
- textureloop increase
0 r2 y, ?6 {. `+ ?1 h# T* M - texanimtime 0" r1 h0 F: G7 w( d6 l
- leaftype sprite
/ d6 E- t8 [# ?2 Y; Q+ H - activestate exploderange
: q& K+ Z" y! X# v4 {; r - lifetime 200 2006 X. S& A/ s# @* t
- emitrate 30
1 Y* F9 D# I; ?+ s2 e - maxelementcount 10
& r7 Y! w1 y5 a6 k# [, ^9 P( Q - addrotate 60
) ~; g/ Q5 K: f. E, t' x - velocity 0 0, C! K- A$ E. E R
- acceleration 0.000000
0 L+ d) w3 K* n2 E7 v- U - spawndirection 0 0 0
! @/ i* Z; B( O( F* ^ - gravity 0 0 0/ _* c- I/ w9 v" k
- colorrange 0.000000
/ v& g: T/ F: r* K) R. | - startrange 0 0.5# A0 Z& p6 _/ ?2 t+ K' l5 R; d
- endposition 0 0 06 Z3 F. g$ |: [- \& Z0 z
- particlesize 0.5 17 D+ _" ]" Z, m( o
- followdirection false* j- `4 o S2 Q l H
- spawndirabs true
( C& D; J. x, ?: l - trianglerender false+ @$ `6 S( N( ]% ^$ F3 v3 D, e( b3 `
- </effectdata>" T& ^- g( m8 t- ]+ S7 W
7 m7 I# G, _( Z4 X; j! h1 i0 |- <cate> 3' M) Y7 K9 d3 Y" j6 \
- <effectdata> 0
; q" B% L+ b9 h# I - name mh_EFFECT_EMBLEM_DRAGON) s% p6 N% o% W; h) G
- unittype mesh7 d: ]3 K; f! Y
- billboardtype camera
5 t, p1 f; v. ?5 x/ j- [. j - tailstep 0 0 0 0 false
% D! c1 }1 S, Y8 v1 B - size 1.0000009 l# F" z; { j6 L( u
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack- c0 m0 f) v% m5 J- Q1 i& c
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
1 z% D' Q8 \; z$ I - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim* v+ q# h4 _$ l' F
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
) B4 m) ?1 y* W( |1 @2 W - animlength 04 a8 G3 }& z- }
- twoside true; f2 ~6 i9 F l" G3 G
- mesh_status 0 0.000000 0.000000 "", a2 O* H8 C+ h. j
- </effectdata>
复制代码
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6 i0 K' s! @' P9 B0 Oeffectscene.02
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- # ######## EFFECT_EMBLEM_DRAGON ######### #$ Q I+ ~, v" h1 F5 o
- <effect>
- v1 o: w; |' R/ {/ K1 b - id 1181$ K+ u2 `2 L/ C8 g( w( Z
- name EFFECT_EMBLEM_DRAGON. b" o5 z+ @8 E5 Z
- culldist 2475082071472936200000000000000000.003 b t( t+ u$ m4 j
- <list>0 ]/ t; f `5 w+ K! V/ X; `& c' a1 e4 x
- res 1 sp_yellow_hand
' |, S0 B- V/ k& U' I' @8 Y - res 2 sp_yellow_hand' @0 k2 ]. t [
- res 3 pt_yellow_short_light_02; M* ?* ^$ b6 p: h
- res 4 pt_yellow_short_light_02
2 |1 M% S \$ a) A. c' h# l6 p; \ - res 5 mh_EFFECT_EMBLEM_DRAGON, }. R s% ^9 ]9 ^
- </list>; G# k7 m+ i/ d0 {; _
- <scene>
- ~6 D# Z$ b `% J" G7 d) h* R: b - sceneid 16 M h e+ ]& E" K* }
- name 1
3 `- x* n$ K0 e$ M8 w& U% k - <control>
0 W" _ a3 X K- c$ R0 J7 F - unitid 1# |1 @, V7 p% x- ^
- active true, S3 {! C Z* n
- startposition 0 0 0# @( u$ ^) Z9 }* u- w; C
- lifetime 0 1000
4 V* F; p; |5 m' B2 c& s - animtime 0% P, Z% _ [4 I; j5 O
- bonename "Bip01 Spine" + X. }- o( y" \. _( x: B" ^! ]% Q
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) / T7 R6 U9 |& @6 j
- alpha (0,0.5) (999,0.5)
+ j; t0 T3 T' G0 d' G- V6 } - randomstart false
' J4 ~: Q: ^* f( o6 h, S; V9 z( g- u - active true1 A: r8 V9 D; c5 g4 D% y5 j
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0) f1 \' e# |- H3 s# D
- </control>
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- <control>
5 S+ S% z1 v' k- @ - unitid 2
& Z( ^* ]- [. V* W: s2 J4 F - active true. h% a8 n6 c; c Y" a6 B3 j
- startposition 0 0 0
. s4 H) @; ]9 e$ F3 W - lifetime 0 1000
& J7 f( ^9 S$ t - animtime 0& s- v% C H& W* V
- bonename "Bip01 Spine" * l* ?* M1 m# A5 `+ n1 g& C
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 0 m$ Z+ w& F( n# J
- alpha (0,0.5) (999,0.5)
9 q+ x: N! o. u# H/ S% s! z# |7 u4 \ - randomstart false. P0 T* N/ P- y) h$ @
- active true. n$ Q0 j* {3 O5 O* B1 ^: x2 ^
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0/ M1 {0 D5 v' d6 _- }
- </control>: b+ g- k4 P/ k' n
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- <control>( \' o4 |6 X1 A; t) { t
- unitid 34 z3 ~3 n% m0 u4 B! S3 _7 U
- active true
/ S0 [# J" [# K/ k" ~4 ?- A8 ` - startposition 0 0 0
' J/ N5 {4 B I. k9 ? - lifetime 0 1000
' K1 q: n5 S5 g' S0 m$ C# r - animtime 0: n+ I7 N3 p; H v# d
- bonename "Bip01 Spine" 6 y% v" b. P0 L G
- scale (0,0.5,0.5,0.5) (999,0,0,0) 6 @ D/ r% Y) l( P8 h& @
- alpha (0,0.5) (999,0.5) 9 B0 j; M# c2 h/ c3 t1 l
- randomstart false
" j, h" \2 ]" p+ Q& ]& }/ D) g - active true
/ F. v2 W9 K- Q/ x+ J* y0 m - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 07 ^: j8 o& w8 g) q$ S
- </control>
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- <control>
- }0 r" {6 [1 N - unitid 4/ \/ z. a( K" H+ M
- active true9 k {, A. q' B8 u! m- \ Y
- startposition 0 0 0
; @5 k1 E3 F" T# Y- @ - lifetime 0 1000
1 e- S) ^, W! F/ I; P, P+ h - animtime 0
! ]1 t/ e% Y$ M. x - bonename "Bip01 Spine" $ r" L) j# l7 t# |) D$ h) r
- scale (0,0.5,0.5,0.5) (999,0,0,0) % D: e% L1 U1 z6 d
- alpha (0,0.5) (999,0.5)
; `* @! R' }, Q( U( \, @% r - randomstart false
! o4 {4 F( ?5 ]( {5 C - active true6 ?% ]1 r# H# s( X4 C2 L
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
" h. A `+ P$ Q3 F - </control>4 C* O5 h3 v8 x% `
+ E2 _ S) F+ h" n/ {( @$ @7 t f- <control>
& h& h% ]. j7 B Z; X - unitid 5
" [8 ~: k' M% q# a4 n# z2 d' \% y - active true0 E6 `8 L2 N: ^6 `( G: a6 O* s
- startposition 0 0 0
' e$ j( N0 d/ C8 [( @6 e* \ - lifetime 0 1000# I0 a& x& l, W. v0 x( Q% s3 B
- animtime 1
) Z6 j5 W- F [ - bonename "Bip01 Spine" $ i7 Z( H4 Y# v) f6 f
- randomstart false. q% U5 {0 ]" ?3 |
- active true; S W' s7 E$ W/ i# B$ y
- </control>
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- </scene>
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- </effect>
复制代码 7 B& y0 }+ E0 s; q' @1 R# x
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特效.zip
(408.85 KB, 下载次数: 4, 售价: 10 贡献)
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