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- G4 y& o. c6 B# [2 C图片可以任意修改替换为别的图片 # ?* [/ `; N" @+ n
' s6 f* d6 n6 _2 M( c; Z
$ n# X6 k0 n h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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- D0 W7 x0 o/ D4 B' r& Yeffectdata.02
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- <cate> 1, s q2 T' K0 c% j
- <effectdata> 0
# H: S0 A# G$ F5 n3 i - name sp_yellow_hand) p5 B; j6 |- Q$ d- N, U
- unittype sprite
' r$ ^2 g& q+ C8 H6 H - billboardtype camera
8 G+ s8 `: k0 H3 i/ @ ^4 U - tailstep 20 0 0.1 600 false: \# Q9 z% e% n5 Y
- size 1.000000: } o4 c& t& D1 {0 s
- backprint false5 W* S/ _: n$ @7 ]
- disort false K4 |1 Z5 ^) f6 J; B
- texturefile Effect\monster\longch.dds
5 M1 I! d% a6 B- `& c3 T5 i! f$ n' F - texturepack $ }- k" Q+ Y0 s+ k) M
- blendtype add& d" V# R( y% `4 ~, ^
- textureloop increase: m: T1 y- V+ @3 ~
- texanimtime 0; S/ u! i1 q/ i+ Z$ x. ^2 K
- </effectdata>
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- <cate> 76 c* J6 R' I& e6 }* \' t
- <effectdata> 08 l% s' P! J/ M3 r( u2 Q
- name pt_yellow_short_light_02
# s: x9 n$ d: @- I8 L5 `% } - unittype particle
8 e4 ~( X7 d1 F6 s9 q w - billboardtype camera
7 E: [$ n+ [8 r7 G' ]( h - tailstep 0 0 0 0 true
. K9 J) P% H$ |. ~" h% R" ~+ K - size 2.000000, P8 j0 q- y( D* y
- texturefile Effect\monster\light01_orange#.dds( r& O/ d5 x# n! ]. w6 b) }1 L* e
- texturepack
* P8 J ~4 r+ W - blendtype add. ]& i: Y* h L. Y
- textureloop increase
8 o3 ?3 I, f2 b* g I - texanimtime 0
- E9 p$ S( F6 G- ^) }3 s - leaftype sprite
% Y e" y" U$ q8 z [6 i- \. B - activestate exploderange
/ s+ K, W0 D) O - lifetime 200 200' ?5 v6 ^' O& Y- y! x
- emitrate 302 K* I& p/ ~0 @
- maxelementcount 108 m6 \9 y$ T9 n* l9 N5 Q( i
- addrotate 60
; B' j$ l: n) U. M - velocity 0 0
5 V% |# l8 g- z% I8 a" X7 X - acceleration 0.000000( e# A; v, L) h5 v2 ^" c, P- @
- spawndirection 0 0 0
/ @9 s5 I% q8 I: Q1 Q4 q" x - gravity 0 0 0
( |6 R& ?9 J7 X# b' c6 a - colorrange 0.000000
' r6 ^1 h, q2 q& f$ K - startrange 0 0.5) N: ?0 D6 b" v$ Z% O8 E
- endposition 0 0 0; n% |: }0 B8 C. U
- particlesize 0.5 1
e! I! V+ ^; \ - followdirection false' |4 D9 X$ e, w3 K
- spawndirabs true% W5 R% z, h: J8 v$ C- b9 B
- trianglerender false) ^' ~3 }* ]8 u( _2 j9 S) x! C
- </effectdata>
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- <cate> 3
5 r: W: K5 D( A- t8 s/ U - <effectdata> 01 i$ P4 c0 g. Q6 A6 V6 ?- B- v0 m
- name mh_EFFECT_EMBLEM_DRAGON
' M+ f1 V% a1 B - unittype mesh
( x" O$ |. L* k2 o* z - billboardtype camera m( y, ]5 L. G& ^. ~) E
- tailstep 0 0 0 0 false
5 n# {5 M. z$ Y" @ - size 1.0000006 @0 g5 X( g$ X3 z
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
, |* U! ]9 O0 p$ |1 a' A! J( J - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
( W" B1 W) _: }8 O7 ~ \4 H - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
/ Q3 ^. C" e9 }7 v' q# g - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
2 _1 ~) i2 E2 ^ - animlength 08 Y+ p4 a5 g6 x7 |
- twoside true4 K4 h4 ^( l; l& @
- mesh_status 0 0.000000 0.000000 ""7 g! [4 r4 Y: i1 x
- </effectdata>
复制代码 # Z6 ~+ g Z) n% q
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effectscene.025 F2 V/ {/ \7 [2 p3 n. x
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- O% N+ X% Y% b - # ######## EFFECT_EMBLEM_DRAGON ######### #
9 v; m: @/ z& x d - <effect>
8 Z- i" x1 M, ]1 Y+ R, K - id 1181
, [% t6 r( w1 ?0 W) S - name EFFECT_EMBLEM_DRAGON
& k' i- {/ T7 N$ z - culldist 2475082071472936200000000000000000.00# t7 W9 n8 \9 V* E% m5 y
- <list>
) y5 N% N' Q1 b2 c1 y$ K& B - res 1 sp_yellow_hand
4 _2 d7 m$ n( @4 {- \# A - res 2 sp_yellow_hand
* l7 z ?+ a" ?# K - res 3 pt_yellow_short_light_02
% A! k+ N3 T# b. o - res 4 pt_yellow_short_light_024 s' j3 K8 M4 B5 Y) s0 h: a
- res 5 mh_EFFECT_EMBLEM_DRAGON
; e* w9 s- @$ j3 v" X6 g* e# @ - </list>
1 q6 [$ I8 R1 O. K - <scene>8 o+ ~. ~# ?* \4 F' L: ^
- sceneid 1
4 [2 a ^" U4 T- A - name 1. G5 C" X* ~# f8 X: l& K4 A( S, Q
- <control>
; s& ` d% a9 n - unitid 1$ | G( p1 \. J8 a+ `9 Q* D$ y
- active true9 j( n; R" n0 }
- startposition 0 0 0
% s2 K- i+ e! G1 Q2 ^; G/ g - lifetime 0 1000- V H; ?9 v* _+ j% S7 _
- animtime 0
" I& ]! ~- y7 N" Q# G - bonename "Bip01 Spine" ; l P/ Y2 a! ~9 z' R
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
9 z. h# F; ^5 J. G - alpha (0,0.5) (999,0.5) 4 ^0 O# m( {" e4 _9 K% f: D
- randomstart false# D: p( s& ^ J/ @& c' M+ T: o: B( i
- active true+ B1 b" D# M4 d) c$ _7 b
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0% U3 U" z+ G8 P! c. g+ v3 Q2 i
- </control>
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7 w/ ]2 s. B" X) K* f- <control>& O3 n" s4 d/ v5 _; z% y
- unitid 2
$ x6 ?+ B7 n! B; n2 O - active true
2 v+ ^ Q @9 z! F - startposition 0 0 09 T. {. V0 \1 [- U7 y- E' `- [. `5 s
- lifetime 0 1000
" u3 P# R" ~9 O/ E: X$ F - animtime 0& d6 Z( V- p8 V$ Q
- bonename "Bip01 Spine" . }* u6 o6 P7 `. W& J5 X3 {8 O
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
0 `6 @! N9 i6 l/ d- X, u& y - alpha (0,0.5) (999,0.5) ( g, w, ]8 x c; j7 ~
- randomstart false9 S5 e2 o2 j6 b9 b6 r- q3 F
- active true* l6 j2 M0 w+ ?3 h# m# c: h
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
' T( w! O9 l2 z& Q1 Y/ q# ` - </control>
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- <control>4 W* |. ^: r/ }2 [/ ~/ V' j
- unitid 3
7 c5 N9 c4 e- F& T0 ?/ O. Q! t. \ - active true
! v7 Z# m% H8 M4 Z8 \6 n7 E - startposition 0 0 0
! H" l- R9 g; K# U - lifetime 0 1000
d1 W& K2 T" T- D+ H2 Q - animtime 0
/ y' Q* E1 ^0 y; B& }& T7 S - bonename "Bip01 Spine" 7 P& P6 S7 I0 p @) Y, M. g
- scale (0,0.5,0.5,0.5) (999,0,0,0)
: s& t2 Q& |9 c7 k, M; {8 h! ? - alpha (0,0.5) (999,0.5) 6 e& S3 e6 X T4 H2 @
- randomstart false. b5 y5 P$ O* O0 O
- active true! d# d, p6 ?/ B; B6 I/ V
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0) x# q# I2 n% [. F
- </control>0 O9 `* E8 }2 C; ~, h* a
- , ?: z& n& X7 S! E+ c6 U
- <control>
' d$ q! o! X- Y - unitid 4
: o1 Q2 F1 j$ q- M: Q& T: j8 [5 z - active true4 H( K s% i" _2 z% \2 v4 @$ M [ W
- startposition 0 0 0, v. a8 U: b% n0 Z
- lifetime 0 1000
% @4 v/ |4 B, d5 p' o0 N+ b f - animtime 0" k7 k" w N- j6 F7 H
- bonename "Bip01 Spine"
# |% b# R/ _/ @3 O! {/ E; q* | - scale (0,0.5,0.5,0.5) (999,0,0,0) 7 n2 I* i8 ?7 h" N% W- a# z2 \
- alpha (0,0.5) (999,0.5) . Y/ N8 O3 \7 C
- randomstart false
9 B% [& H: h) M5 U! L - active true
' _, w b4 y+ J2 a c: { - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0/ E/ a: ^: O* Y2 {9 j4 n' x
- </control>
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- <control>
( T% l; p5 a# f% r V7 k - unitid 5
4 l# _6 l( o4 W4 G- s9 Q; S* T( D - active true
5 x! \8 M5 \8 y- j) j: P - startposition 0 0 0
# X; I, E c6 w1 v0 [' W - lifetime 0 1000
, Q) a- }; O* L" @+ n; Y% Y1 @1 e - animtime 1
& F/ ~, ]- s( z" d - bonename "Bip01 Spine" ) K/ O+ ?+ R- ^5 O3 Q
- randomstart false
8 _. f3 ^3 l+ H# c* h) R. } ? - active true
9 a1 L, u4 E4 K/ E m& S - </control>& k7 l9 A( Q4 s/ u9 P m* y
- ( {5 s' N; T# E& K2 x
- </scene>
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- </effect>
复制代码
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特效.zip
(408.85 KB, 下载次数: 0, 售价: 10 贡献)
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