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v( [; ?+ H7 x图片可以任意修改替换为别的图片 & h/ E2 V V1 x
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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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' g5 c6 S% X' e& D2 T* Oeffectdata.02% u+ s# ]" N6 j/ \4 }
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- <cate> 1
) T3 {/ y' _5 p/ ~ - <effectdata> 06 A3 L6 u$ n8 }7 j* ?7 m% p& o
- name sp_yellow_hand) N1 m: ]0 n7 z1 W: u; c
- unittype sprite
+ E) ~2 K, H" o3 R+ @ y- H$ n - billboardtype camera
4 h3 j8 E* [+ H3 [, G - tailstep 20 0 0.1 600 false* m# `- s: M; O6 i/ y3 k
- size 1.000000
' {/ u+ h. D5 k& ~3 W - backprint false3 p% W1 X! f$ ~) v
- disort false7 ?1 f; T5 H7 N9 _$ O
- texturefile Effect\monster\longch.dds4 s0 I& u5 Y3 b6 S( q, e6 `% D+ c0 z
- texturepack - n) E4 e: E9 X- D3 @- o% M, e
- blendtype add
" t( `! y+ R9 ]1 ]% W0 h) F2 s - textureloop increase
+ f* D% S! l* \$ g3 E - texanimtime 00 y$ p5 q* a$ }7 I, D7 U+ ~; e. l
- </effectdata>
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: e' e8 O n% s' S4 z! D' C- <cate> 7
- Q$ h' u6 A8 u0 m2 F; X. t0 _ - <effectdata> 05 ]0 L+ m( E8 s
- name pt_yellow_short_light_027 W" n- m+ h; O2 O# O! i
- unittype particle
& m0 z, L0 F5 W - billboardtype camera
4 F+ i$ J4 G# X- l% ]3 U( V3 _ - tailstep 0 0 0 0 true8 J. A5 y- k* g# M j
- size 2.000000& p# f/ M+ N6 ]/ U, b
- texturefile Effect\monster\light01_orange#.dds
2 G* ~4 j/ ]+ ^4 m - texturepack 2 B( ^& |4 L3 s( y1 H; `* C2 J
- blendtype add. X0 G1 M/ J1 @9 f% a
- textureloop increase7 y' `7 L! R% N7 Q: o# y
- texanimtime 0! r+ Y( k2 D, [; k5 S$ Y7 m: Y) B. j
- leaftype sprite
/ [. G" B6 h# u# J' V0 y0 }1 q - activestate exploderange5 L1 o% Q. Q& t0 i) U
- lifetime 200 200' p$ {& [& x* {. Y' c* l
- emitrate 30
+ h. r0 _8 z4 f/ v! O - maxelementcount 10
- g1 }! @) {! }) u | - addrotate 60
; t. }- ~6 |4 e7 i8 O$ a - velocity 0 0
: w# [7 s3 A Z6 l8 c: k - acceleration 0.0000008 ?) G5 s5 I* Z! @; T! \
- spawndirection 0 0 0
1 t2 h1 M: \3 {# j - gravity 0 0 0 j' Z3 r+ o3 ~7 C! R
- colorrange 0.0000008 `% H% a& X4 R% V% ^* D
- startrange 0 0.5
7 |/ J1 a" a' M+ f. w! B& d7 R - endposition 0 0 05 g# W7 {% A7 U0 b2 L, t- T7 r+ a; k
- particlesize 0.5 1! J2 M5 `) } _; a8 x
- followdirection false
5 q$ K6 J/ K) C8 {0 O& @ - spawndirabs true
; g3 w! _3 X% G; [- r3 h" R - trianglerender false: N; C, L1 ]9 r: x9 `. `
- </effectdata>
+ U0 J! f0 V$ x+ i, B% }- d% I3 @9 Q - % Q) A' V3 ~% N" q/ J% C' V
- <cate> 3
% M% h9 H# `) b5 F5 a - <effectdata> 07 @9 w' V: J6 S9 i
- name mh_EFFECT_EMBLEM_DRAGON- |, g7 a! P( y& d: A& b
- unittype mesh
. ^/ k; w6 h* g! P - billboardtype camera7 f; ~, Q5 E" @6 i
- tailstep 0 0 0 0 false" e; J' g- e, P2 O' Q# u
- size 1.000000+ H8 S; t& W( w2 }& M+ e+ y
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
1 r0 G# V( u" U7 _0 z- D2 i0 w% { - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh7 M, q' s4 o# N+ Q
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim; z% {0 j7 X+ h& i
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel- w i* m- G( _6 O
- animlength 0
! S1 T {5 p5 D, Y# {8 L - twoside true: Z* g- X4 g2 z( ^. d' A) o8 k
- mesh_status 0 0.000000 0.000000 ""
3 l2 t- o. t3 m1 r. ^+ i5 p - </effectdata>
复制代码
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effectscene.02. o: u d6 P2 O7 y- b9 o
8 \) E3 C o0 C9 c! D5 l- y, ]- <cate> 5 game
; j0 ^4 `9 l0 l j3 D* x) X# ~ - # ######## EFFECT_EMBLEM_DRAGON ######### #1 X/ z* I) \# |. l- C o p2 M
- <effect>
! L2 k2 g1 U: g) L; Q - id 1181
1 _" r i5 v5 {5 T: `: S - name EFFECT_EMBLEM_DRAGON
* u( Z5 g9 D" q; z6 l - culldist 2475082071472936200000000000000000.006 t% u1 V' t/ n4 O
- <list>
+ J$ m- H7 B8 ?$ M7 `: u6 A2 { - res 1 sp_yellow_hand
9 J% F, O! u: y' A# h9 P - res 2 sp_yellow_hand
( v6 m: \3 g& n/ ^9 v - res 3 pt_yellow_short_light_02
4 l7 M2 Y; o/ ~! Z9 x3 A - res 4 pt_yellow_short_light_02
- [* t& U( H: H+ o; F - res 5 mh_EFFECT_EMBLEM_DRAGON& e- m5 p- M9 n- Z! K* x
- </list>4 Q* ? n% v( n% a4 u6 N
- <scene>$ Q4 t! W, [0 ~ h: j) s' j) @$ k. h L' |
- sceneid 1
' M2 O% H$ I& S/ ` - name 1
T& f& o2 U& y! D, L - <control>6 Y3 v6 z% Z& U7 @, e
- unitid 1' g/ m, I) R: k5 Z; {4 }+ r
- active true) ~" N6 H5 v/ v3 y9 z
- startposition 0 0 0/ S' @% @3 ?& _0 C+ ~" K/ k
- lifetime 0 1000% Y9 q+ E9 g S' v# V' |
- animtime 0: ^, U9 H ?- f
- bonename "Bip01 Spine"
* D/ L0 D$ I. ^* n - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) " D5 f9 c& `5 k6 T: f7 O' Q
- alpha (0,0.5) (999,0.5)
3 ?$ r$ F7 I8 p - randomstart false; {( y0 ]- M2 W& ^' s* E
- active true( p# ?0 [- |3 Z( n4 E& h2 ~# g
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
! z6 {- _* w$ k5 x* y v- t - </control>
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4 {. s9 [% I- @7 u; u5 R& k- <control>0 p+ z4 y9 Z& [( N; d
- unitid 2
@8 `. v+ E. s8 w" v# E - active true+ }" `& P, c3 u; \) p# z. x; M! \
- startposition 0 0 0" a5 x. F4 E8 J
- lifetime 0 1000% y8 M' I! ?" _
- animtime 0; M5 ]; Q+ t* G8 m( s# C
- bonename "Bip01 Spine" ( d& t5 P. e- B: {8 W$ p' ~; [" Q
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
" s% L# H7 N, H5 S ~ - alpha (0,0.5) (999,0.5) ( N# I0 a% r' I1 `) W$ g
- randomstart false
' D* U& K5 ~$ f: X - active true' P, e" f9 T0 K- X3 H3 a. E+ a
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0( x- G" S' \; X8 s9 Q2 V% r
- </control>
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2 C% Q7 K& G8 W/ Z- <control>5 w7 c* l# h7 W" @- s/ }
- unitid 3
, A: h9 ]' c) R - active true6 y+ d7 ^9 o! o, v$ K9 H. ?7 @4 y' Q! F
- startposition 0 0 0% Y/ b R7 P; \& r& `
- lifetime 0 1000
' d; i- a1 H) z+ u - animtime 0
' B4 x$ Y5 T, t0 A - bonename "Bip01 Spine" . [3 Q; J4 i7 ]1 X& t- z
- scale (0,0.5,0.5,0.5) (999,0,0,0) * t9 c; }' Z3 n8 ~
- alpha (0,0.5) (999,0.5) , G: {9 M9 H- s- y, a9 `& |
- randomstart false0 M6 T. g% C/ M1 G- E/ r6 _- o. e
- active true( T4 U5 F$ A# y& p9 E( Q2 F* @
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
) m. `0 \1 C6 H) `/ n$ | - </control>8 p' o, h) k* L/ k8 `' m
- + W) o" M) s, i: z+ l8 V- e
- <control>
5 w/ k, s2 e9 R5 Q - unitid 48 J; ^1 ]% A+ v5 I6 u
- active true3 y8 l9 t. |' T- H5 D) m, t) M- N: Y
- startposition 0 0 0) d$ }" j. Y I! X1 s3 o# C
- lifetime 0 1000/ T# O8 P' J7 S/ k2 [
- animtime 0
& q6 F+ M7 R$ Z0 a - bonename "Bip01 Spine" - V7 |2 G0 N& K0 J$ D2 I" B* l% J
- scale (0,0.5,0.5,0.5) (999,0,0,0)
( j2 n/ O/ U- g7 m2 J; \& L, M - alpha (0,0.5) (999,0.5)
. B) `$ n5 t/ z. ?- p" W m0 ~ - randomstart false
/ L8 w7 ?; f8 z, f9 v - active true
1 B* P& ^4 O2 @; G8 T - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0# R$ s/ \! D4 v
- </control>
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- <control>& J5 j9 o% d" M0 A
- unitid 5
9 P5 s* l# P3 _8 Z1 M - active true0 D" G$ L( b6 [/ ?! L
- startposition 0 0 0; I7 o- V$ [. ^
- lifetime 0 1000- I! d0 x1 e0 k# q3 V! A
- animtime 1$ l9 }4 Q, A% |# x \+ i
- bonename "Bip01 Spine" * c% G3 L& g3 U- Z# g$ ~' R- V: r
- randomstart false
3 q& p: A/ M6 ] - active true
7 c% H. V' Q4 K# |* H3 n - </control>
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; v2 e/ W/ A, N- </scene>
8 {) a7 [2 }- R0 K/ }$ I - $ A0 F/ X# A5 k" [7 N9 d
- </effect>
复制代码 6 G9 J: m3 `9 p s' c( h& Q* Z
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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