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' [& W" |: p' D5 p" s0 \0 I `7 w图片可以任意修改替换为别的图片 & P3 w) K! Z& 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7 N7 Z r. ~6 }3 ^9 e
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: u2 H. x2 M; [# F6 q6 {3 [effectdata.024 O0 B+ Z9 F$ _8 E% L
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- <cate> 1
& b* N3 S7 z# B& u8 V1 g2 p - <effectdata> 0
+ o4 n" H* d3 M- c6 {) k - name sp_yellow_hand
* y1 j4 `, U0 X/ e, T2 w - unittype sprite' r- O& ^- l+ D/ d4 X& p, U6 Q
- billboardtype camera
6 Z G8 ?3 B5 y- S - tailstep 20 0 0.1 600 false
/ D6 L, j9 L! Q - size 1.000000
+ X# o, e% q1 U3 U- }' a& R - backprint false
4 H4 a4 U5 G, q$ E u3 {0 @ - disort false& Z L+ ?2 ^3 _2 O
- texturefile Effect\monster\longch.dds
( R/ U2 J! G b& `' d - texturepack . o6 N. ]+ I F
- blendtype add' E$ @2 G0 V( k" z4 R
- textureloop increase% T+ u. H3 r3 B% e: x4 f7 P; s
- texanimtime 0* K, Y3 X$ ^% I4 p
- </effectdata>8 c9 c7 T) M: r
; [' F$ G, d( T" P E+ R) [- <cate> 76 @0 u% s( G' e% j& y. p5 G
- <effectdata> 0
2 O5 a* t, m+ w" J/ b - name pt_yellow_short_light_02& K4 G9 l! J* ~, c1 D+ O' @; Y
- unittype particle9 H3 r, M& O7 d. P
- billboardtype camera6 e! T" f1 u2 q% F5 e
- tailstep 0 0 0 0 true
) G; V. y* A2 |: w% E6 n- T - size 2.000000
& q; I2 c1 r& S - texturefile Effect\monster\light01_orange#.dds
5 [- \5 R2 o% c - texturepack
# ^8 _; c. k- T4 _+ Z, W0 N; j8 L5 q - blendtype add2 J* R, B R& p$ v
- textureloop increase
0 j( l! z; G' k% M- q$ W - texanimtime 0# I/ L9 b4 C |* Z
- leaftype sprite
+ S$ ?+ x5 o1 J# m+ A3 f - activestate exploderange u% T; x9 { @" z" V
- lifetime 200 200* B2 j$ N! ]' S9 ?# r
- emitrate 30
8 g" I) J9 _7 O+ l% E - maxelementcount 10+ q+ b, e8 u8 [8 t
- addrotate 60& o: c4 P9 h2 L# v6 t
- velocity 0 0
1 m8 t, g, x& J - acceleration 0.000000
; D, F {8 i/ r/ n8 A2 c - spawndirection 0 0 0
; [ r: k) g/ s5 r, d* e - gravity 0 0 0
& T2 @* a% Q7 P, t - colorrange 0.000000
3 T. i$ g( P) a5 _( c, I - startrange 0 0.5
" Z: j& s: t- q - endposition 0 0 05 t7 V+ `$ J _
- particlesize 0.5 17 a, O7 o$ H6 T
- followdirection false/ g$ M9 B9 D" C/ M# H1 x) V# F! W& {
- spawndirabs true6 B9 c- i) V' v" p- p6 g
- trianglerender false
4 @" v7 ]" V! P8 G. g1 `* A$ L1 m - </effectdata>
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- <cate> 3/ {, C$ J: g. D% O: N
- <effectdata> 0+ U4 {1 g! A1 H2 Q2 w- _
- name mh_EFFECT_EMBLEM_DRAGON& y, V& n2 z3 K2 }8 Y
- unittype mesh2 N+ m& b& W# C: `: k8 {
- billboardtype camera
5 J, }9 ]. j& B: d+ D& v9 u - tailstep 0 0 0 0 false# C# j" a2 A0 |& x. `( W% f' b) R
- size 1.000000% \$ u# I( c) F Y1 M3 A% n
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack$ O# O7 c" j }3 e
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh# X: c+ \' ^% x% K R+ e* U' J
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
1 Q0 c, Z& i6 B- g; ]. t9 p. F2 N - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
5 T3 x5 j7 Z5 ^4 `- L - animlength 0
' }3 ~! H! _; p7 g" f* S5 R - twoside true: @9 [, y# l* H! R2 j
- mesh_status 0 0.000000 0.000000 ""
3 S$ d* b" ~ P7 j) B - </effectdata>
复制代码
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% S" b7 S* P3 c4 zeffectscene.02
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& U" ]! ]( v0 h/ |9 z4 l# }- <cate> 5 game1 U+ V6 c3 _3 G: ^# N3 T
- # ######## EFFECT_EMBLEM_DRAGON ######### #6 C0 W" K3 G: Q
- <effect>
6 r. j$ K- i( G' |! f - id 1181 C8 F+ a' ~4 V( j% [
- name EFFECT_EMBLEM_DRAGON Z, Z$ c% Z5 I) N1 {) Q
- culldist 2475082071472936200000000000000000.00* O, Y; Y @! M/ x u" y' d
- <list>
7 Q" y- O% d; [/ o- | - res 1 sp_yellow_hand2 r# d6 S: @# P- b- E' I
- res 2 sp_yellow_hand
% K% l0 r" i! }- Y$ B- d' {, Z+ a - res 3 pt_yellow_short_light_02. K+ z5 Q8 w# s( j. S' P
- res 4 pt_yellow_short_light_02
3 J$ H: j+ r6 {0 _* y - res 5 mh_EFFECT_EMBLEM_DRAGON
H& a, ?: a" b1 G$ {8 i - </list>
9 H8 j$ u( n% q8 q5 K8 ~/ I - <scene>' I6 V/ S/ F8 v
- sceneid 1# \ i' V7 A% s8 ?% a
- name 1
8 _% c, V- G* J& k1 O - <control>
& d" O0 V0 ?. a8 q - unitid 1
) p+ k, Q5 [% f! H8 l% y - active true
$ R" n' h. H5 z0 |, w$ h9 Z - startposition 0 0 0
4 l5 ~- `$ I8 N! \1 c1 H, b- A" S - lifetime 0 1000
! a) i8 b5 O& O1 W% y* u0 V - animtime 0
0 i Q+ F9 ]6 g5 b7 }5 Y- S - bonename "Bip01 Spine"
) g) K9 H! I+ j/ g L - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
o: S4 R% c c3 f! G# A9 U/ x, r! H3 G - alpha (0,0.5) (999,0.5)
0 a3 K/ I& i, ~! ]7 G$ [* c0 g- O - randomstart false
0 p$ ~+ j9 y9 G$ f) V4 w - active true/ o1 |( M1 b7 R0 v! E0 J
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0; u) C8 H/ N& n9 K; a
- </control>" ~/ H0 r; R( t1 a' [
- 3 y' c/ n% N; R
- <control>0 f. [+ T: [8 E* [+ X$ I' P
- unitid 2
* @) J ^7 H+ }! i8 d* O; ?/ m - active true7 J v4 l# L5 B& e7 p, G+ A
- startposition 0 0 0
7 r3 ^+ m' m1 j: Z. F - lifetime 0 1000
2 s4 ]. k2 [3 o0 O! v# e - animtime 0% P/ m6 K, d6 D) n% i
- bonename "Bip01 Spine" ' O0 }+ C+ j$ @. p" n4 E5 l
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
, N$ U) d9 P! y3 M" s" j+ ^ - alpha (0,0.5) (999,0.5)
# `( i" q/ g( A: N, x0 Q- d( h6 q - randomstart false# G& l! `( o8 N% K
- active true& t3 G& [3 N& K) a
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
- S& N" Y& |6 W1 g( i1 \- M - </control>: g d$ n# P2 {' ?& {% f* j9 N
1 C7 p2 Q# ~/ `* T# D5 J8 G; R- <control>) t* I* M2 H$ p. e1 u
- unitid 3
8 {4 x" D& a0 V! p - active true
; Y$ u% f( r7 f1 c - startposition 0 0 0
2 I5 I% s N) v - lifetime 0 1000
" X; i- Q- u; b. _7 W) Z! g - animtime 04 I+ i& N6 |& _9 H& r& e1 T; T
- bonename "Bip01 Spine"
7 X& V! j# E7 n# u- [" T - scale (0,0.5,0.5,0.5) (999,0,0,0)
$ F. U' I# _) k# S3 T- ^+ H+ { - alpha (0,0.5) (999,0.5)
, q% V9 x* j# J4 } - randomstart false9 q8 y. }6 x! x, q1 S, G3 A, O
- active true
; ?+ T3 I8 X8 j - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 03 r. D. u3 V! L
- </control>
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- <control> @" o0 o5 M7 x2 H2 B# r8 `( \( h
- unitid 42 q5 i4 R3 Z4 N! K. @4 q+ y7 }
- active true' \' g: @7 M; X/ k8 i* I
- startposition 0 0 02 W3 d2 D$ C5 A4 r3 M/ B! h
- lifetime 0 10009 f9 u% H) A/ Y
- animtime 0
! U6 L. n# T3 \3 K" B0 g8 h - bonename "Bip01 Spine"
7 l7 l! {) R* k, L - scale (0,0.5,0.5,0.5) (999,0,0,0) 8 \2 z/ e# |! X; T
- alpha (0,0.5) (999,0.5) ) K1 v, l0 c7 S% ^7 q# m* N
- randomstart false
2 w7 Y* c* v2 J' v; x* g - active true
/ P0 O2 _( q0 X- |$ w - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0 J' G7 M1 O. o
- </control>
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! C9 q' o$ v1 W0 {4 D' S+ J7 ?- U- <control>
' p, y+ v8 l3 `% t5 _ - unitid 5" }& A7 H+ q. i2 h5 [
- active true+ g( Q1 n. C2 ?0 z$ D
- startposition 0 0 00 x5 V8 Q# C7 M: y g' n' r/ Y
- lifetime 0 1000
' p6 u- p- ]. b5 ^! |- B+ L- m% H - animtime 14 M2 e3 o0 v0 I ]: L
- bonename "Bip01 Spine" ; [6 E8 A5 z- a! t; i/ J$ u
- randomstart false$ a U! c) Z) S- J9 P c6 X" R
- active true0 Y( ?+ Y5 @/ g0 p$ c
- </control>
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6 ]( _8 R3 q5 [1 P- </scene>
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: w- [! Q+ l2 g' Z6 G3 \- </effect>
复制代码
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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