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! x3 \3 e, f0 N图片可以任意修改替换为别的图片
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' A. Z8 I9 L( y注意下面代码不要直接替换 这个是需要手动增加进去的& ]& l5 d/ s' j V
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effectdata.02
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" o. ?4 K5 p& I, z- <cate> 1. B& \# M h' N& {5 C. p+ K& F9 ]
- <effectdata> 07 l4 i n- {9 s* E1 H" V' J! u
- name sp_yellow_hand# L3 h1 L5 N; X6 z4 J
- unittype sprite7 w2 l' |# `6 w1 m- P
- billboardtype camera
7 {6 k& k1 T" [ - tailstep 20 0 0.1 600 false
1 S. [7 }- j( y# V( \ - size 1.000000$ k ]# H+ S% y
- backprint false
5 T' z5 f; R. A% c, G - disort false
5 J; P* l, W, ~4 ~3 P: d - texturefile Effect\monster\longch.dds
% q3 N3 c# s: h - texturepack / k ~, N N9 {" _1 h
- blendtype add
; z% x) H3 h7 \+ |0 b - textureloop increase- F2 @& w! [+ t, G/ P# V
- texanimtime 0% l$ z V3 j+ W5 A) Y; e: G8 {
- </effectdata>
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- <cate> 7
7 @3 y# b' Z0 i8 I8 D' z - <effectdata> 0
, T1 Z8 T( I" _6 [" y: [ z - name pt_yellow_short_light_02
) ?# K# P: r m, X' y2 I: q - unittype particle+ c7 z! a0 t* V( }& b2 Z% t/ U3 K
- billboardtype camera0 R+ j d6 D- I0 l7 q: j
- tailstep 0 0 0 0 true% {, K2 z. g2 @) S* W
- size 2.000000% r2 g7 p! l, k5 i. r1 O% u/ E
- texturefile Effect\monster\light01_orange#.dds
' F {. }1 Q$ A2 F; l2 l; q' ` - texturepack 6 p, g5 [8 Y* J# u; z$ i% t
- blendtype add4 U* r! {' \. r8 r" i
- textureloop increase
+ |3 }0 V% Q% d - texanimtime 0
! W e/ D5 D- p- ? M/ ? - leaftype sprite: x$ x2 }/ f- M$ L8 ]
- activestate exploderange
7 q6 A* c" K6 V - lifetime 200 200& |; S- A/ ?# z; B" |$ U- d: l
- emitrate 30
% b! J4 L6 H" s1 K' ]+ r - maxelementcount 10
) ?; b5 R8 |, u7 Q - addrotate 60' m2 ?4 u0 |) g, F# ^8 f8 w4 N
- velocity 0 0$ G& U+ ?: @* e" Y3 L I
- acceleration 0.000000( d% J/ c1 b5 t1 e
- spawndirection 0 0 04 {" e( }0 e+ C# a) f' j8 h
- gravity 0 0 0# Z/ Y: L" M5 q% T _9 d% }% q0 e
- colorrange 0.000000
' j- N$ E$ p" C4 w& s5 @% U - startrange 0 0.5
* b5 D3 E, H% |0 X' O - endposition 0 0 04 ~3 i5 o) k+ A
- particlesize 0.5 1. v: G5 l( z+ |) Y M0 w
- followdirection false
# ?0 u1 f" ^( V. Q9 V4 A - spawndirabs true9 g x: J1 J& p* h4 K, F3 g
- trianglerender false! u' o) G! d/ z0 x. I
- </effectdata>) k+ n, Z" n) C; p8 h! r: B W$ _
: l: E: u, l+ V' B0 o- <cate> 36 `2 e: z9 L; ?% [1 ]. f+ @
- <effectdata> 0
9 G0 P; s) B0 ~6 ~ d - name mh_EFFECT_EMBLEM_DRAGON
3 s/ y* v, ?7 l) i$ X9 {5 G - unittype mesh; W6 A @4 T- ? }+ l0 V. f
- billboardtype camera5 j+ v5 _- P% r) B
- tailstep 0 0 0 0 false& M! K7 I+ V# e# M
- size 1.000000
. D% w, }/ ?: F - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack d9 i5 a" P2 i5 r8 }
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
( u! A/ g- N' z* [7 d# T - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
3 \. l2 J M/ n* b- B0 }, h - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
& U. w1 d! h, o8 |0 q ^7 z7 D) l - animlength 0
5 [1 i6 z7 w/ N3 r - twoside true
: O* G8 q! C# H& Q - mesh_status 0 0.000000 0.000000 ""8 z6 ~; r1 d. k8 C% Q, L/ e
- </effectdata>
复制代码
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effectscene.02
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- # ######## EFFECT_EMBLEM_DRAGON ######### #
" r* C/ I0 v# j$ O( ?2 W - <effect>, R0 r% Y5 @) s2 f" q
- id 1181
( U* ]1 B: n6 s$ w, ^% R - name EFFECT_EMBLEM_DRAGON4 ^$ h( w# N9 g7 k
- culldist 2475082071472936200000000000000000.005 X0 R9 @9 X1 x! ~' K* n, l8 h
- <list>
6 t* v# I% b: |' u6 u - res 1 sp_yellow_hand
2 b* D' I- {$ V5 h - res 2 sp_yellow_hand
0 W2 o6 x# l7 G# o3 Y1 g8 O# S' Q - res 3 pt_yellow_short_light_02
; o6 k. n R1 u" j# N - res 4 pt_yellow_short_light_02! C, H! a1 c0 {
- res 5 mh_EFFECT_EMBLEM_DRAGON
7 ^5 t* I# m6 S# N1 g - </list>
3 D" J" n0 d# Z/ y - <scene>& T6 T- Z5 i; N! Y/ f
- sceneid 1$ T6 J2 o) b0 C
- name 1
( F7 ]# _( @/ K H+ Q - <control>
' O/ u6 m9 t' |7 K+ I8 I - unitid 1" {7 L/ r& V8 B. u/ \4 W( D
- active true8 K+ x1 d" z5 P: w" w
- startposition 0 0 0
, Z n( b e4 Z7 W5 q0 P: b y - lifetime 0 1000
/ C- B0 a0 b- v - animtime 0 D" F6 d4 {7 l' Y, H! a
- bonename "Bip01 Spine"
% V& s" T$ Q, K - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
7 b4 f) v' b/ c2 f& i - alpha (0,0.5) (999,0.5) - h; ?4 C4 u- r7 `. D
- randomstart false
8 B2 s" Q& T9 u# n/ _ - active true
6 r @$ @. Q" k- i6 {7 U/ Q - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
. \- ~5 P& [- O( X! U0 L - </control>7 L% ~0 K4 v9 t! ?+ g3 ^
4 D' s8 \( |. u+ b$ V, f6 i/ }9 w$ R- <control>9 c C4 j& a" }* ~) x2 j0 J
- unitid 2
# k& \, Y. Y+ V2 n# K+ ? - active true
F ]- d/ ]6 K/ t9 A- C - startposition 0 0 0- y, l; e$ Y0 L9 E& ]' f. j2 j6 W
- lifetime 0 1000) Y' V3 B# b ~. f# f
- animtime 00 p% j2 j* X* a
- bonename "Bip01 Spine" ! Q9 o1 Q1 Z0 Y7 V: j
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
" s' f2 M5 D( l6 D: K - alpha (0,0.5) (999,0.5) 9 A g. G, H$ e1 P* V
- randomstart false
' F9 D ~: w) N% B - active true! |! W8 m6 z+ |3 u6 D
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0' b }. F0 v7 f3 n" q, A
- </control>* S/ A$ N B, Z0 [9 U0 O
- 7 m% G6 p, k- u8 b
- <control>. |" ^1 r) B" q& T; B
- unitid 3
. z# ~6 u2 m3 p4 j* G. A - active true6 K$ @8 h j* Q8 B, n. V E: y
- startposition 0 0 0
) T3 f9 n1 F8 |- l: a - lifetime 0 1000. H5 c4 g! d! b" [
- animtime 07 x- B" @8 X0 W" P5 m
- bonename "Bip01 Spine" s2 v; r% Z9 Q+ _! t
- scale (0,0.5,0.5,0.5) (999,0,0,0)
0 i9 N7 l3 O* V - alpha (0,0.5) (999,0.5) : C: u" T0 |( c; W- V
- randomstart false! F! f5 S0 ^. H* i3 P7 _' t' f
- active true& c2 l$ k9 \1 M# X) m/ a* p
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
+ a# W3 J/ a% ^8 x4 }7 g - </control>
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F% V; z6 r. c+ f+ `6 X8 {- <control>
! J4 {( y0 ^4 B |+ z C* ? - unitid 4
- o8 _0 ~3 q8 T7 _- E+ X! U2 J - active true, ]6 h1 |) U; Z4 Y8 m
- startposition 0 0 0
t( q/ d1 a% m8 V3 w# w - lifetime 0 1000
# b" T5 n; X, Q1 d G6 S# @ - animtime 0; `# {- L* r9 X: a' L) ]
- bonename "Bip01 Spine"
! A" D8 b4 G# a! o, B) U - scale (0,0.5,0.5,0.5) (999,0,0,0)
1 }2 t5 V) |* @8 W8 W6 S - alpha (0,0.5) (999,0.5)
3 \$ J; f& w- e0 s: M - randomstart false: r1 |4 p! Y6 a
- active true. H9 z6 H( t! B. O
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 06 _9 w0 d* T$ \4 d) J
- </control>
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! V; g/ F1 k. u9 e$ X" J- <control>, [ u2 y& L8 d3 u+ B: Z2 {$ n
- unitid 5
, [% ^" u2 x1 E. |0 K, m0 B - active true
) H3 N5 Q c( f7 { - startposition 0 0 0
% H0 h/ h& x% ~( N; I - lifetime 0 1000. i/ F0 ]1 |" m( M7 i9 Q
- animtime 1; S! Y/ F1 k) M( `% t
- bonename "Bip01 Spine" ( H# C. p! `8 V2 y. v6 B
- randomstart false
9 F5 \$ {0 P4 m3 l/ a - active true
5 Z6 m( V: O& ?4 p - </control>) Y+ M0 ~0 {. V
( }" h) o6 i8 A! |8 x* g6 u- </scene># F# s6 ]/ D; }, n: n: d
5 v% E* K2 X( b8 ~- </effect>
复制代码 0 M4 t" y, Z8 _; j! \6 u% [
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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