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' [2 d4 @, T% G. v图片可以任意修改替换为别的图片 # A; W4 ?0 r( F2 M; e
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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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+ Z2 i, P( L5 @+ J2 L* y, p- <cate> 19 P- K3 Q' q1 R" u; `8 j* ` g, @
- <effectdata> 0
# r, H4 } I1 D. }( q" d3 M - name sp_yellow_hand
# B3 {6 Y- A0 ~+ I - unittype sprite
$ U- m8 K3 K6 Q7 k A' z; |' C - billboardtype camera
, V8 b5 r9 @/ J9 e' m - tailstep 20 0 0.1 600 false
. E7 i" g* q) X - size 1.000000
+ T1 T' k/ F l3 } - backprint false) u' m# G! ^, `0 V' k' F
- disort false7 D; ]% L* ~. T/ u: T
- texturefile Effect\monster\longch.dds
, [: K: v3 y% ]+ \( Q - texturepack
; h+ Y( F# s# p: o9 B- F - blendtype add
, Y1 [' ~- h5 D, U+ P) k3 V, f - textureloop increase
7 G, @; F# I4 r - texanimtime 01 M: a9 d/ R$ c; c9 O6 v. x
- </effectdata>/ ?7 |- ]- `2 b, Q* m7 q3 r6 g
- ' v1 i0 T+ j }+ A
- <cate> 76 t S- s% ~# F+ t
- <effectdata> 0
1 I7 _+ I! m' O% r2 A1 _7 m: S - name pt_yellow_short_light_02
+ s' d1 z8 R: i8 x - unittype particle K& ]! R! E g. T% u
- billboardtype camera# M( x( l( n) U0 r) H& R' B
- tailstep 0 0 0 0 true. `3 K: t2 |) n6 O% g+ v3 ~
- size 2.000000* i+ @1 ]: q0 n6 a( x- J" |
- texturefile Effect\monster\light01_orange#.dds0 B9 H# \% ]9 x2 U& L+ z
- texturepack % U( x7 m. p( i# {( `3 ]% [, j+ p( X
- blendtype add
8 ^$ |: F4 T$ e) M. E - textureloop increase7 S# e8 a( b2 E2 k
- texanimtime 0
) f7 l7 A# \& b3 B% L - leaftype sprite, _$ I5 p6 n( }, F5 O8 T) X
- activestate exploderange$ Z7 E- v2 x: N+ _4 q2 L6 ?; N
- lifetime 200 200
: o' O" B& E6 ~) b- |2 e - emitrate 30
' u! a: N) ?; E3 b% O$ N+ v - maxelementcount 10, }# B, W0 c- F( {5 w
- addrotate 60
1 j) ^% t: W/ O) c5 U( S, j - velocity 0 0$ @' t$ r; o0 X6 N. g- V( V0 g6 I
- acceleration 0.000000
+ r j' B0 b `9 ]. a. R4 ^ - spawndirection 0 0 0
1 J4 n% Q2 ~4 J! K9 @7 |" d. v3 p: ?$ K - gravity 0 0 0
1 F2 g% \) ^7 |8 g4 ] - colorrange 0.000000
, B+ [( l; ?" K! I$ m - startrange 0 0.5
, |1 s6 S+ B% [/ a& F+ g- d& {9 ~ - endposition 0 0 0' d* ^# h' |0 K( M
- particlesize 0.5 1
0 Y' g1 b: q0 m. m Z9 x1 p - followdirection false
Q9 d2 ~7 S5 ?1 s* u; r - spawndirabs true
H" i& q8 H5 j: t+ \5 E - trianglerender false" o) ]; y, K' l5 o0 N: P" i$ j
- </effectdata>
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- <cate> 3, G0 d8 m$ z( L# n+ y/ C
- <effectdata> 09 m4 @6 C: H5 n$ E& G0 ~2 ~ f
- name mh_EFFECT_EMBLEM_DRAGON& |. q, W" x" \2 y2 R
- unittype mesh, \* y/ l! s; W; _) \
- billboardtype camera
1 a/ C# u* |# K6 V - tailstep 0 0 0 0 false
! q4 ?6 }' K3 I' W' b# w - size 1.000000# u5 N. X o2 Q, e
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack. E+ k* B. T' h0 {
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh9 n9 x" J1 p5 K' i
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
) w: A3 `7 ? F; h- ~4 e4 i - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
$ f9 M! E& v. ?" q/ K. L; P - animlength 0. {6 u% ^0 ~# J( p( l! e4 i. p2 a
- twoside true
4 `+ E/ x& ], F# c, E - mesh_status 0 0.000000 0.000000 ""5 M, K9 d7 g/ m+ p# W% Z
- </effectdata>
复制代码 0 f" n5 ~- Q) i. y+ o
8 {& y6 _) s' x6 X/ Yeffectscene.02
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- <cate> 5 game& W# }3 Q: j' o/ ~6 a8 {$ N& B- @
- # ######## EFFECT_EMBLEM_DRAGON ######### #
9 a7 p8 G4 L* ?) u; O - <effect>4 |4 A/ G, h8 p& v. d
- id 1181
. i4 |+ V9 L' l5 h. t - name EFFECT_EMBLEM_DRAGON% c" J( N& `% G$ l1 ]3 F4 b
- culldist 2475082071472936200000000000000000.00" b8 h- E7 c7 t1 F, i( [
- <list>% E, @4 H( \& n6 H' m7 ?* u2 f5 O
- res 1 sp_yellow_hand& ~& Q& n- O5 ^) i2 i ~9 u" }
- res 2 sp_yellow_hand: [0 Q4 T5 |! i- P% y
- res 3 pt_yellow_short_light_026 h+ z9 b; e, A+ w9 J3 [& a0 o/ K6 Z; u
- res 4 pt_yellow_short_light_02+ [1 h% I2 O* m: ]
- res 5 mh_EFFECT_EMBLEM_DRAGON% [4 f5 v' T, ^2 _: Q( C6 }
- </list>' @3 S" P! J% u
- <scene>
' x$ P7 p# S r: ~! `, I - sceneid 14 V( I& G" j$ n
- name 1( Y6 t% I. J6 M# d2 T3 V
- <control>2 |4 W0 ]* s" a
- unitid 1 g7 ?! \7 c5 k6 A+ [
- active true
4 ]/ B2 d {% o# @1 n( Q" C; i - startposition 0 0 0
; ]! u4 }3 c, Z$ @8 A! y- A0 L - lifetime 0 1000; `! ^" d3 ]7 p9 i1 e3 q7 S
- animtime 0
, D3 Z8 r2 w4 k2 T$ P6 r3 |4 V3 \" z" n - bonename "Bip01 Spine" ) N5 j2 z$ ?) e# [6 [: P8 |3 j
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
0 s1 Y/ z, a% l5 f7 r3 q) ? - alpha (0,0.5) (999,0.5) ' s- d. t$ |) S. S. m$ l
- randomstart false
& x; `$ U4 L% ]% s4 D5 y* V/ d! w - active true
+ a: S, m4 D; \5 v' J6 y, a - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0+ j0 `/ {8 l# b) y4 p+ ?5 A. z I( r
- </control>3 b1 W! C2 w3 E/ @
2 ~' [% {; I( I- <control>
. T1 y- }9 J" `0 {3 Q6 ] - unitid 2* h2 [$ A5 T* R' e
- active true1 p) W. T ^" o& H; v
- startposition 0 0 0
4 A8 {* n' L& \- q0 S3 t- e - lifetime 0 1000
* G4 Z2 a0 `$ i+ f: S- t- Z; a2 N - animtime 0
/ i6 j ~0 W& w7 p - bonename "Bip01 Spine"
& ]. J" J b) { - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
1 w+ R- S( k$ f5 v9 Y+ b - alpha (0,0.5) (999,0.5)
4 K9 ?; P: }) f - randomstart false
: i$ K6 t2 z& y. _3 b- f - active true$ o; t7 c0 V1 [8 \4 X. z o2 o
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0* j, C8 i+ I- J9 V! {
- </control>
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2 B# a3 X2 p) V- <control>: F6 f+ w1 J: d
- unitid 3( F' v+ y% e9 k& q
- active true" S7 O# w1 ]3 |% A# U
- startposition 0 0 05 a4 T( E6 f- P! W
- lifetime 0 10008 B4 n, r+ y h
- animtime 03 G& m/ ]" a/ |& |; f
- bonename "Bip01 Spine"
' ~8 K: i0 [ O8 c! l - scale (0,0.5,0.5,0.5) (999,0,0,0)
/ _" ]/ Y- w* o& N J7 I f7 @ - alpha (0,0.5) (999,0.5)
' v, |6 \6 C' P& i- l5 R - randomstart false
. f9 C4 D9 t; Z7 z4 R - active true
+ C m1 U2 p3 m8 G' a - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
# r9 c" F! t- h: Q - </control>
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- <control>8 \+ ?7 `( ~/ X' T( _ [
- unitid 4
- \4 i, x2 C) Q& i# ~5 u - active true4 {9 r/ M3 o, D8 _* r; G4 v. @
- startposition 0 0 0
1 H( h0 i" Y+ z/ A# Y% m- r4 r - lifetime 0 1000" D |2 B; Y6 Y$ g
- animtime 0
$ a) g% p5 h- Q9 P. J% Z `7 q - bonename "Bip01 Spine" ! M. P+ F5 b) \7 \, o3 B
- scale (0,0.5,0.5,0.5) (999,0,0,0) 5 u2 F. p$ F C1 e
- alpha (0,0.5) (999,0.5)
; `" L, x# W( M/ S+ R6 m - randomstart false
+ d4 C5 K5 W( Q# m3 m - active true! e, l* m/ p$ o4 ^) \
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
$ X6 j8 k% N- E; G9 d# N - </control>
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- <control>
+ u. B/ e# ]/ |! l4 B' P - unitid 5, ]) c' Y9 U: M, Z4 t% H
- active true
3 i% e- N( R4 b2 c* O - startposition 0 0 0
3 X8 G# `6 z) T+ d$ Z3 z% l - lifetime 0 10009 i- i4 Z8 x( m9 h/ p
- animtime 1
! n7 i( p! b: N - bonename "Bip01 Spine" 1 y) ~ {. A! m: F4 A! _) |6 s
- randomstart false- I0 u) v* i7 `6 { e0 }/ ?5 {
- active true
1 K f4 `# j) F+ H2 {5 ]0 I( z - </control>
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5 l- p! d/ B5 O ^, |9 i3 m- </scene>6 n1 l5 }5 j; F* { ~& `. ^: g
- ! W6 K6 S2 J/ ?6 o& f
- </effect>
复制代码 - {6 A$ h3 z% C# P" D
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特效.zip
(408.85 KB, 下载次数: 4, 售价: 10 贡献)
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