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7 b S. Q4 V; _% v8 K* D图片可以任意修改替换为别的图片 9 i) @( V/ }1 W* p, v. m) m. a
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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) T8 a; k2 C' z0 I; T/ V6 n
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effectdata.02
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- <cate> 1
+ i0 G2 Z/ n& z/ E1 l6 Q. s% W - <effectdata> 0
, Q' O D' ]- {, j - name sp_yellow_hand/ E0 C* {+ A G" A
- unittype sprite
6 G! M2 z$ F4 o8 v1 F+ w& ~ - billboardtype camera
) a- ^1 D! w- q- W' u7 V- I - tailstep 20 0 0.1 600 false
6 |. y' m8 m' G* X - size 1.000000
/ z8 y& o! T- A& ?- W; [) D; _4 |5 n - backprint false
: y h7 k; k- J2 m+ p# U - disort false: y4 g+ X9 w. i9 s
- texturefile Effect\monster\longch.dds. n. ~2 w5 N* K
- texturepack ) t8 R- I2 r) L" N8 Q
- blendtype add6 S* U; `7 I1 [( O
- textureloop increase
9 T8 \" E- G% I5 A7 K u/ F) ~* S - texanimtime 03 `( w+ a5 X& m4 m) k8 S
- </effectdata>
$ \; |9 F1 K# v
. n+ O2 P( H2 R4 k( N( f9 c. R- <cate> 7
+ ~$ t; ^' y' Y - <effectdata> 0
) i1 W) n. k2 ]2 h9 L3 h8 M - name pt_yellow_short_light_021 Z. d! n4 g( [; `- I, W. s9 t
- unittype particle' G$ _ N$ f5 r% r8 ^6 Z6 s
- billboardtype camera
4 u; M) Y0 ~ z7 s* ~ - tailstep 0 0 0 0 true
/ ~" d, P- Z+ q/ K/ l - size 2.0000002 y- _5 T0 f6 k, |+ w
- texturefile Effect\monster\light01_orange#.dds& E& G1 y1 [8 K( r# T
- texturepack
$ d) y7 _% C; ~0 J - blendtype add
r. l) \/ I) t. R; q - textureloop increase
) h8 |$ G3 }$ J! X, s( S - texanimtime 0$ J3 O3 z- s# _3 S
- leaftype sprite
- b) @0 {0 J! B3 Z - activestate exploderange; X) J; t8 [& `
- lifetime 200 200
- Z% A* Q5 z$ w- C8 h0 I) | - emitrate 30' [6 M% D' C3 l$ k
- maxelementcount 10
4 `7 j7 T5 b1 { w# P" L - addrotate 60
- I6 ]) L& v# V3 R5 U8 V5 M - velocity 0 07 S q7 E( ?! I1 A( r. h: O
- acceleration 0.000000
) t- ~3 r) p, Z' w - spawndirection 0 0 0
) b6 ~9 h! u# M - gravity 0 0 0
+ O0 G" H4 ?. s - colorrange 0.000000
/ W5 L, ~! e# D5 v - startrange 0 0.5
# o3 m7 W8 t2 S$ F - endposition 0 0 0
9 ~7 @( M' H* M2 A" H - particlesize 0.5 1# A0 ?- n0 p) p# Z7 X0 ^
- followdirection false+ x- a @( a5 N5 a8 ~
- spawndirabs true5 m# v; J; @& G5 [" i1 q9 C
- trianglerender false
" N7 n S- @+ [' h8 X% E% S) M - </effectdata>
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9 ]6 d7 X8 ?5 @ j& Q: z# ^3 H3 v- <cate> 3
* X! g: v3 j% p5 e& j* |) W3 n - <effectdata> 06 i$ r" V- N$ r! m2 T3 s
- name mh_EFFECT_EMBLEM_DRAGON
# F4 D" P5 r& [) |0 l3 V; S9 f - unittype mesh8 D& t2 K2 R: o" T7 `: D0 V4 w' U6 e
- billboardtype camera8 j' v: f! E9 W" H! j; N/ w9 F) D
- tailstep 0 0 0 0 false/ l' c5 a1 Q7 l p
- size 1.000000
: `4 l8 k7 t- J0 h4 a - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack ]! \$ t9 P i8 d5 G. o
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh2 i' U1 `9 `0 r) Z% }
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
& V& k( h5 _( V9 ?5 u; {: D# n1 G t - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel- S$ C, z2 Q, D+ e0 N! U* g
- animlength 0) {$ d1 a& a6 P0 B( t+ @
- twoside true
/ P6 a h+ I$ [, Q - mesh_status 0 0.000000 0.000000 ""
. q+ V G9 a% Y s* [& v' r - </effectdata>
复制代码 ' C. s* {7 B% ?' F& f" [1 S6 N) v
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effectscene.02
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- <cate> 5 game
: ]7 R! A6 s6 A! {2 ` - # ######## EFFECT_EMBLEM_DRAGON ######### #9 \* _& @3 U+ c) [
- <effect>
6 d; T5 R, u8 y - id 1181- ^+ k c9 e4 N# h7 s) I& |
- name EFFECT_EMBLEM_DRAGON8 l) q( C2 ~+ {. Y# H
- culldist 2475082071472936200000000000000000.00
/ X+ x9 q) P3 U% H! |. c - <list>
6 |! }, I" b8 v - res 1 sp_yellow_hand
: o! Z7 }; q% s - res 2 sp_yellow_hand7 x! B0 A& ]# J" Z( @. t+ y
- res 3 pt_yellow_short_light_02
0 Y0 b; W* {- e( \& P( N - res 4 pt_yellow_short_light_021 D5 ], ` B$ X& v
- res 5 mh_EFFECT_EMBLEM_DRAGON
- N3 a9 h+ B6 W: a0 j* } - </list>2 b( ?" h* k2 F+ K n3 x2 W; ~9 P
- <scene>
* d; g5 G W- z% x8 v- F - sceneid 1
- [, [' n9 Y8 J `6 t4 F - name 1
1 Q# b( l2 H$ o) y( d - <control>; d" p) n$ t. n, i$ s
- unitid 1" N6 I, j8 S* H1 C* y. L1 N- j
- active true7 k2 w2 h* H ?# K
- startposition 0 0 0
* }; C+ _, U3 h - lifetime 0 1000
8 X/ t* Y% U6 ^ - animtime 0
0 i! {& z1 C+ c6 B6 X - bonename "Bip01 Spine" % N( F" r- a j- A+ Z5 \
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) " B" X- G! N1 U( T D* c7 N
- alpha (0,0.5) (999,0.5)
) V9 a) ?% R, F: y7 `2 { H - randomstart false) N7 D2 t5 g* `+ M& j9 B
- active true
1 `( r( C0 L3 K( u% _ - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0: V7 p1 k' b2 v0 k
- </control>
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- <control>
1 |" \; j4 V& C8 J - unitid 2# g# B) A0 N* |& b, d
- active true5 N0 ^. t7 ?# N+ o C j
- startposition 0 0 0- F7 v. n8 a3 y# k# n2 k& C
- lifetime 0 1000
6 _4 ^! }* V/ V' S - animtime 0
6 S5 g8 ?/ t' S( c* B - bonename "Bip01 Spine"
9 K1 g4 ?( T, f5 l7 \ - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
6 h% n' C% h# Y* m$ x8 |' ? - alpha (0,0.5) (999,0.5) + |" `5 Q. n# [0 T5 ]
- randomstart false
3 j3 t" F) u8 n- R4 X4 { - active true3 J: O) o% w" I4 Y! ?+ C
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0: I2 U. W- W0 y8 {
- </control>
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( P, r* c/ d" d; g' l' l$ B- <control>6 g2 A* b! y. n" \
- unitid 3
& l) |) J [7 C$ u" q$ p - active true7 R6 }. B' P6 d, i6 O9 H
- startposition 0 0 0
7 z( u! w- B# ?+ Y& P/ _' ^ - lifetime 0 1000
) F* V* _9 g5 V% ` - animtime 0
9 S6 o3 y1 M9 C0 _ - bonename "Bip01 Spine"
: f; o6 ?0 A# f9 R - scale (0,0.5,0.5,0.5) (999,0,0,0) - E$ V8 X7 q9 m3 z
- alpha (0,0.5) (999,0.5)
* f7 N/ b# \. ~$ \* I% e0 M - randomstart false
3 B; N& m9 Q. R0 a" o - active true
% Q3 v8 p A* e V7 P - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 03 R4 g, k0 K3 i
- </control>* \9 B$ W9 K% H/ b
- t8 \$ g3 b0 P$ H3 ^- U& e- <control>
- g" f+ o. Y0 T9 r9 { - unitid 4
) w) I4 Q6 b ?6 t6 N# m) W: i - active true
* e" {$ q9 H: f6 \0 b0 A3 j: X( [/ ^ - startposition 0 0 0* \) Y# f6 N: T1 i3 Z
- lifetime 0 1000/ a0 P" @' X" D9 L$ h$ {# b
- animtime 0
1 L2 u' g; b% C0 u0 d4 F - bonename "Bip01 Spine"
; D! I5 V ^& R, ~1 q4 q! ] - scale (0,0.5,0.5,0.5) (999,0,0,0)
" ~" s/ h! j7 Z9 \ r- a6 K - alpha (0,0.5) (999,0.5)
1 r; c: Y% J5 Z5 I9 p - randomstart false
6 z/ _* H$ e6 e8 C: N$ `4 ~ - active true, w3 r$ F+ l1 n+ C7 A. w0 P5 L- s
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0 Q% W( S& ~, M, A- g
- </control>
+ m% {( o1 }: A0 A0 y/ @2 r
8 O8 J- X, ?# e( e7 J O) d( L- <control>0 d) O% A( R+ _
- unitid 5
$ t$ D: G- g$ b2 x5 R - active true# v; J5 X* d: x, g; k, m
- startposition 0 0 0
$ `% |' y. \+ c# d - lifetime 0 1000
" o! U9 n! c6 k% d* F9 p3 K - animtime 17 C1 ]; [6 m3 L, n* {5 L
- bonename "Bip01 Spine"
' j$ [' g7 S" ^ ?* U - randomstart false- |. {4 O! S! [* A- ]
- active true3 N$ P% [. }( f- g- |
- </control>
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- </scene>
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- </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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