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3 n1 w( v1 O" D; M( Z, x, I图片可以任意修改替换为别的图片 ; g5 ?2 P: u" p) j: a0 u: E) W; y
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, O! z- t9 O' b- H: T0 Z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 Q& \4 K9 ~! e
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' r3 @; S% {: O+ S' T. |effectdata.026 p" o' I! {2 G
8 t5 R f3 P% ]- u; p6 ?* o y- <cate> 1* B( J3 B& ^- C/ y! g. s2 J
- <effectdata> 0' e( c3 P0 i! u' j
- name sp_yellow_hand
7 \+ H, x1 k8 l Z1 a - unittype sprite
/ Z; z6 y" b1 R' @$ f% I - billboardtype camera0 W3 S. f) S. J! k$ X# P/ h) L' k
- tailstep 20 0 0.1 600 false: z8 r7 N" {; x7 [0 Q4 u
- size 1.000000% t4 T8 j6 z4 x6 s, W J9 [2 M
- backprint false
. S, D& l3 G3 i - disort false
7 I7 I* ^; t# p. y& n# c, [ - texturefile Effect\monster\longch.dds) B# S7 [6 ~4 q1 k# e
- texturepack
5 G# _& O, ^9 P! W' } h3 o5 q1 f - blendtype add
; u/ E6 r* A9 c3 u/ H - textureloop increase
) W2 @2 K* s5 P5 X( ^ - texanimtime 0
7 k8 ?1 {+ u& _2 f - </effectdata># S9 o6 O: ~$ G
- , O! e' A; z$ z- Y3 s
- <cate> 7
; H6 t/ u5 v, A. W: i - <effectdata> 00 U) `1 H" t1 V9 X% \$ q. z. E
- name pt_yellow_short_light_02
4 w8 K* | A7 i6 M - unittype particle( s6 U; x- T0 S* U, e' m* l) h5 C, Y& t( B
- billboardtype camera4 Q0 {& @# P) a9 l, [8 r
- tailstep 0 0 0 0 true2 ~. T9 u5 d2 N$ Q7 X; R6 Z
- size 2.000000( }9 e" A; y. m' A; V2 _
- texturefile Effect\monster\light01_orange#.dds
2 I' k9 t$ |- s7 q3 ~ - texturepack " e+ f- z; k( Z9 V4 c; @
- blendtype add: Q' v' _$ b* {& F' v* Q# J. b
- textureloop increase' v9 p7 F5 J) e7 \5 C
- texanimtime 0
8 L1 ~5 d' h% D( q7 { }5 ]* e - leaftype sprite
7 i& S, M: T, `7 i% r1 Z, w$ a/ e - activestate exploderange- M R; ]! j5 L+ x [8 ^9 @
- lifetime 200 200
: a) b1 W9 k1 K - emitrate 30
$ k h8 i0 r4 H4 T$ C; J - maxelementcount 10
" n& g3 U ]* G; \2 H; P7 j7 ^3 D - addrotate 60
7 G9 g6 j; k+ Q! A+ x- b- J - velocity 0 0
* J3 A$ s! p; ~) |; g7 { - acceleration 0.000000) `! e6 V, @" R% r
- spawndirection 0 0 0
1 R, r- X8 y" u' F7 W# l - gravity 0 0 0
; n2 g5 Z5 g1 a3 C8 o! z - colorrange 0.000000
! i6 ?& A" e% M" F! F, a - startrange 0 0.5+ D( J9 S+ V S8 d2 m6 G% K, m9 k
- endposition 0 0 02 k& W5 I3 u5 |+ i4 y% k
- particlesize 0.5 19 r- k) }( `* k# O" M
- followdirection false1 {7 k- u2 E3 M( m7 E
- spawndirabs true" t l# Q0 w, t
- trianglerender false
* U: l5 T2 i; u, M - </effectdata>
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- <cate> 3
3 D$ n$ H$ c3 w( @ - <effectdata> 0/ M) V L* d4 ]( I/ J
- name mh_EFFECT_EMBLEM_DRAGON$ O6 |% q5 e* v7 C% c
- unittype mesh- K% S/ _, J" H
- billboardtype camera, ~- n6 _2 Q' A. K
- tailstep 0 0 0 0 false! n, f4 y: `' d: m
- size 1.000000
' {; I# @8 O( K1 m) j" D: Y - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack# b) g! r: G+ V+ g
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
. I/ @& u' D! h - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
* H5 W1 m, L5 P" Y& ^2 I8 p) b1 J - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
# {, P( |& n* J* u) y+ O - animlength 0# v% g$ \' e7 A9 [
- twoside true. m& a! v8 m) H6 j$ [" {
- mesh_status 0 0.000000 0.000000 ""
! {- t+ K: l+ H3 v7 B6 |5 \' g - </effectdata>
复制代码
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- <cate> 5 game
: R8 K7 A( j5 U. L3 c, U8 V* h8 E - # ######## EFFECT_EMBLEM_DRAGON ######### #
. i/ o ]- z3 o# H* R - <effect>
+ C, I3 N8 W& U. p! o - id 1181
9 K1 p' p6 i e; r( q& @: U - name EFFECT_EMBLEM_DRAGON1 Z/ k2 C4 V* ^2 P
- culldist 2475082071472936200000000000000000.00# R" _" Y0 A# r: |+ v# B$ r0 Y
- <list>1 R2 J5 |3 \5 ]1 {, d$ s
- res 1 sp_yellow_hand
5 J4 w% v0 ^- s - res 2 sp_yellow_hand l5 ^* P0 H: V; x7 l# S& g+ o. Q+ W
- res 3 pt_yellow_short_light_023 ~8 l1 M' g& m! V8 d% f! G; }: T
- res 4 pt_yellow_short_light_026 r/ M9 u8 a7 q
- res 5 mh_EFFECT_EMBLEM_DRAGON' e( D0 D# u; l( W5 G2 [! G
- </list>4 ]7 S: W. E( N/ `& j1 P
- <scene>
" }5 j& S; R, [" K7 [4 k( k - sceneid 18 l" r7 t/ a* V$ W7 J( s3 Y
- name 14 E% R( B$ Z5 x8 \8 W* O& f7 c3 {
- <control>
4 v* n. l. ?7 `( u; v0 Z - unitid 14 C$ |2 S+ u! R
- active true+ x1 r0 o+ d- B, o! ^
- startposition 0 0 0 G4 s7 ~. |9 s: |9 x
- lifetime 0 1000" [' c9 n6 c9 d) N, W+ d( [
- animtime 07 n) U/ x$ R2 L1 c
- bonename "Bip01 Spine"
; v. l+ x {) O2 o4 \7 T - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) & I; u4 U+ @ T; J3 g- N
- alpha (0,0.5) (999,0.5)
; l6 Y' J- E, C. x/ A4 S9 ~ - randomstart false/ o) |) p) Y1 a% `7 B4 ^
- active true% t( [% w- {5 V8 B* ~" o
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
( j! `) c$ K/ K2 q( i8 `5 s - </control>
+ f9 K( F3 K0 D1 Y" ^. x* l+ ^ w - 2 y4 b s% Z$ J
- <control>4 |$ M* U6 h8 V# `* q
- unitid 2
2 _; q; u! |* J7 e! { - active true
4 c/ a6 f( A; f8 E- W) a0 P% u - startposition 0 0 0 T! q6 t5 Y2 p: C; B, l, O
- lifetime 0 1000! X3 z4 X4 p. n! ~, c+ o4 ?( Y' g
- animtime 0
! ], r6 M4 Z; |; q, d - bonename "Bip01 Spine"
) F" i5 r' A1 o- J, ~5 R/ ?+ d - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
. {5 I$ e' {+ L- a. S$ F - alpha (0,0.5) (999,0.5) 4 J- ?4 S- b7 i8 } J
- randomstart false
1 B: g% d1 w( g- K$ H) _& X4 a5 I - active true3 \4 c& o$ [$ o; X, {2 ?; Z! p
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0# W4 _, }! m- l% x. X5 a
- </control>7 g8 y" O0 Z6 C$ w4 A9 t
. L! ~ I* p7 @0 S- C u4 U- <control>& B1 A2 y E {# T. t
- unitid 30 X$ o$ Q# K+ @, w: y! G
- active true5 ]' i5 @& o9 q u7 M
- startposition 0 0 0
3 P2 v8 R' C) X4 s& d) V - lifetime 0 1000
. J' q8 ?0 x# _ D, x& d# T - animtime 09 |) \: U" j4 m( m
- bonename "Bip01 Spine"
4 P' w1 M3 q* N: }: R Y - scale (0,0.5,0.5,0.5) (999,0,0,0)
# m- Z$ s4 n0 j7 ` - alpha (0,0.5) (999,0.5)
' m2 [) N4 [3 \7 y% ~ - randomstart false
6 |2 H B, ~) N0 P7 D) ? - active true) A# ]* L" J- ]& g0 `7 k& r* ~) ]
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
& r% x9 S7 V, G3 { O5 m - </control># n8 Q$ z7 V# D; n$ p- T
- , |+ e4 y5 u6 i1 `* g2 U ^4 w( O
- <control>' C. L0 c: u9 R7 u; a/ H$ e" V/ m
- unitid 4
3 E, L7 O1 [2 E( M9 G, r - active true
( M& [3 t) x: n - startposition 0 0 0
: \- t& Z( u; h1 S, Z! a) E/ b2 o - lifetime 0 1000
W) d Y7 M4 E: J/ i8 s - animtime 0
2 z7 {( I. Z, N$ ]7 @' R - bonename "Bip01 Spine"
7 \- s3 k! A9 K# N" ^) g - scale (0,0.5,0.5,0.5) (999,0,0,0) ; P/ B1 |) |5 d
- alpha (0,0.5) (999,0.5) ' z" E4 I: O* W* j8 c) I( b% [
- randomstart false8 C; H/ E4 J3 W- I* U- w
- active true+ ^: I$ C4 k0 a* R& e; _/ c
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0: P# z( q! { p' T( f _
- </control>
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- <control>
5 P' q6 s7 X0 U& N: `" `( T$ p { - unitid 5
- x0 b* E( [7 k/ W - active true, U6 ?6 |- {: w9 ^% E
- startposition 0 0 0
; {& E7 D: G4 P - lifetime 0 1000& |# S0 [9 V& O6 q. _: z7 b5 } `
- animtime 1+ V( U1 I- Z3 m( t
- bonename "Bip01 Spine"
5 f3 g4 o4 p5 i3 N - randomstart false0 N! f) d8 @( R% \7 \% L% I* l0 C
- active true* \$ t/ u0 b. F3 P: I
- </control>
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. |& \. |& j [& h5 X, A- </scene>
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# b X2 Q. i o; K+ L G j- </effect>
复制代码
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特效.zip
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