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, p/ q9 |( q0 V图片可以任意修改替换为别的图片
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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 x: `2 h' n+ _' m
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effectdata.02; P9 b. w& F- o4 _9 }* X
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- <cate> 1! P' }& d. g( J: P
- <effectdata> 0
( S) ^$ s. l+ _$ L3 C; f# o8 y& } j$ l - name sp_yellow_hand! \9 e, l/ O5 u& P0 J9 E
- unittype sprite) v5 g o9 q, y
- billboardtype camera
& \2 q5 u5 Z8 U5 k" q - tailstep 20 0 0.1 600 false
3 E. t: P9 b" a8 v' f$ n% z3 \+ F - size 1.000000
" K& H" N7 W5 Y9 M1 i% S - backprint false
' o+ m2 @7 {# V5 E. T" v* M - disort false- [- j, X2 T t2 p. y% e
- texturefile Effect\monster\longch.dds8 l. z2 r; c1 k. M2 G+ \9 h1 w4 k
- texturepack 1 W+ g [) n7 P# ?! u8 b- g* b
- blendtype add9 y3 S+ r4 W3 I8 d R
- textureloop increase
& Y5 K' H6 c9 x1 A8 y4 R - texanimtime 09 x4 } r ^ B* X/ z: r
- </effectdata>
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- <cate> 7$ S/ a- [) C" b% \
- <effectdata> 0
! a) l; w! Z- M$ @ - name pt_yellow_short_light_02
8 ?4 w& ^8 I( z! M! O2 N - unittype particle* m5 ^0 Y3 O& V$ Q% h& V) S+ t
- billboardtype camera
$ M" S3 y$ I% v% a: D8 d) ` - tailstep 0 0 0 0 true' z8 P+ Y; Y l9 _1 B; J
- size 2.000000: u6 A9 b1 g# P* P( Q0 P
- texturefile Effect\monster\light01_orange#.dds( x2 e( V" z, d( m0 f
- texturepack
8 t" d, x$ i( `. w. @1 I" r9 | - blendtype add; E" L8 P% A% W3 J, f j2 D
- textureloop increase
2 J ]* t" z3 i$ N+ c& r* M - texanimtime 0
2 ~- j( V$ O. z5 h - leaftype sprite
' S+ E1 R9 B- o$ \, v0 ~4 R& H - activestate exploderange* @# ^1 P/ s# T
- lifetime 200 200
6 h7 [) ] l/ @6 m: | - emitrate 30
' n( d0 m% I% z+ T% l - maxelementcount 105 i* x" R& e3 h! Y- G' A {
- addrotate 60
0 G: f6 A* i" O' j1 ^ - velocity 0 0: n# [; {3 a2 ]2 f1 A5 J# _
- acceleration 0.000000
. p$ i9 Y4 z# W5 |7 P - spawndirection 0 0 0
& `2 X! Q& A; ]6 Z6 U - gravity 0 0 0' U5 [" B" t5 y" r. K: V% i; z
- colorrange 0.000000$ ?9 v8 G- V) |* o, H, r4 N5 Q
- startrange 0 0.5$ n% k2 v: i3 N: j: a. }4 \
- endposition 0 0 0
* v* u, H" a& m% w - particlesize 0.5 1( P/ v+ {- R; ]6 D+ \
- followdirection false
$ K/ |6 x' _* l - spawndirabs true. {6 r! o6 r% Q g6 j
- trianglerender false! _$ }0 w. M- e3 X8 q
- </effectdata>
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+ d" j- f& S6 ~2 @/ m" v5 ?- <cate> 3
* T+ {% n# |: t' g - <effectdata> 0
2 q4 |0 w7 a* P - name mh_EFFECT_EMBLEM_DRAGON
3 N3 z" g1 o* _- p1 N0 E - unittype mesh
6 B* d, o6 V, O3 Q# B - billboardtype camera
8 n' O& ]6 Z5 l& D% p4 `" B% ]( S - tailstep 0 0 0 0 false; T m: u1 i! i: T N* r
- size 1.000000
P" [* y' j! C- ^ - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
: f" @: D5 s8 L9 i - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh5 y: j5 k9 f2 s% |- s
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim# _1 z8 ?8 s) w ]
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel5 _9 V" m9 W( u8 y
- animlength 00 R2 C1 y) g# H8 s: R- ]
- twoside true
$ d. L& ^( B& H- D# y( @) | - mesh_status 0 0.000000 0.000000 "", M& L4 D. G8 e
- </effectdata>
复制代码 & b0 q1 @5 l% y. a
( o- t+ c, Q, {/ [+ K. k# Neffectscene.027 H, o& Z* j% B
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- <cate> 5 game9 J7 m- A8 [8 d$ C2 {1 G8 s$ w
- # ######## EFFECT_EMBLEM_DRAGON ######### #% j$ g1 u' U/ Z4 R; ^3 K0 e1 t
- <effect>
# h* Y. g, w3 h% p - id 1181" U3 P I2 h: I0 M- G2 E* b
- name EFFECT_EMBLEM_DRAGON3 _5 D0 ^9 w% o6 F. U V
- culldist 2475082071472936200000000000000000.00# i2 ?" v, e5 K: j9 }
- <list>; L: P: w) o& j% F: k
- res 1 sp_yellow_hand3 e9 v9 K; ~% y# z9 M
- res 2 sp_yellow_hand2 Z: q2 [7 T$ h/ Z6 z7 I. o9 ~9 C
- res 3 pt_yellow_short_light_025 |: W0 m6 o/ C/ \7 {0 I
- res 4 pt_yellow_short_light_020 T9 _# r6 O/ [7 h {& W
- res 5 mh_EFFECT_EMBLEM_DRAGON# R, `, l! v9 m2 }: F: |
- </list>
' o) f4 L& H) ^5 r( @ - <scene>" F- ^* [) i: r4 W" w8 r
- sceneid 1
1 j, `% {6 ?; G: S& L/ | - name 1
1 ]" Q' ?1 O* l+ Y; F; O - <control>: O, l. M! S% w6 |. w2 W
- unitid 16 Y( \7 A% C9 V; q
- active true8 o' z4 a* p8 x
- startposition 0 0 0) l* ^4 j5 `# {
- lifetime 0 1000
! L4 {( A; y4 h7 i! |1 D4 ~4 k- r1 {, [ - animtime 0- D2 z- G: z: A8 B# }/ b9 _
- bonename "Bip01 Spine" 3 A2 N& {' H+ S0 o
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ( I$ z9 z; w0 V m- }( ?
- alpha (0,0.5) (999,0.5)
4 Z; g' o1 K# f) C$ ?: m3 H - randomstart false
+ J5 _- U* O8 w% M$ G& K - active true) G% A# Z @# H7 X9 D3 q$ u1 S
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
, N9 d E" _( ~1 l# ?1 A, ^ - </control>
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# c$ H4 |2 S, E! K- <control>
, ~& j. U0 W7 u9 N# P2 t - unitid 2
d* |* D0 `( ?/ l, _0 J - active true/ Y b0 o3 K6 E; w
- startposition 0 0 0
1 @0 W% _4 d% w4 |7 K - lifetime 0 1000
/ ~8 w4 B: ~7 o, ^* D - animtime 0
7 Z+ T L) U% R: L# d9 c8 K- ? - bonename "Bip01 Spine"
4 ~+ K! H# E( n. R1 |9 O+ n2 R - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
" r: K8 j/ Y' W5 E( i4 M1 g - alpha (0,0.5) (999,0.5) 3 \( i: s M" L1 ?* f* i
- randomstart false
3 ]( @7 R* W* t U, _: A1 K8 {; q' c - active true. N$ c# r; Q( h+ i& k
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0' L0 Q2 p9 r p" Z) \- A
- </control>+ ~, R3 S) a* R' ]( f! \
9 X4 D/ z: q5 l# a; Q+ H- <control>
7 l: e3 u [9 \) f# z7 H - unitid 3' l0 w0 b; s& T9 c/ P( I) X
- active true- @$ g+ S1 j5 I& _+ [/ M
- startposition 0 0 0+ D0 I( N) x/ I6 A
- lifetime 0 10003 f' N# A# ^: S
- animtime 0. P, d+ h. L4 ?
- bonename "Bip01 Spine" 2 J. u' }/ n! L- j/ w- ]& U( n
- scale (0,0.5,0.5,0.5) (999,0,0,0) c+ o. \( t% ~# I4 G6 A: e0 O
- alpha (0,0.5) (999,0.5)
8 m; R9 n5 x( G* }7 p7 p7 o - randomstart false
$ ~6 R" X) d% f - active true+ a3 d, Q. a) L/ x: X* Q3 |
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0+ W# H1 w5 S b$ A- {6 s( {
- </control>/ H3 b3 C2 E: [7 g( j
" d* Y$ {# x) A; _: q, K- <control>% ~2 k* j( }% q3 m) w4 w
- unitid 4/ s7 h! i. Z1 e& F
- active true3 I. B& U# G3 S; I9 _; L6 h0 u
- startposition 0 0 0 v" w& n0 z+ \( | z" J( F
- lifetime 0 1000
. B p. W7 B6 H6 X" b# a+ F - animtime 0: z3 W- U: K6 Y* h4 u i
- bonename "Bip01 Spine"
: N4 C. q0 |5 ?/ P! L0 Q - scale (0,0.5,0.5,0.5) (999,0,0,0)
) T! {# y2 P2 O/ c0 Q6 |1 P - alpha (0,0.5) (999,0.5) 0 v0 K; A% ^' y* U$ b
- randomstart false- ]- J/ A5 }7 N4 O. m C2 Z1 Q
- active true3 F, [% h( Q" O7 S
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
D L& c5 U# \: L2 k6 ] - </control>* r+ g. ] z. T" U6 U* g
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- <control> N5 s3 T8 R, h, H9 l( l
- unitid 5
0 t7 H, Y# b' ~ - active true& q' F$ T# j) B& \2 P
- startposition 0 0 0
% v& |& b7 Y# V! c - lifetime 0 10003 v, L0 V0 X a1 M: ~- M$ V
- animtime 1
% _5 d0 a2 N$ n4 J( [% G$ _ - bonename "Bip01 Spine"
5 a- m& Q/ ^; I, x- C2 ?7 I9 Q - randomstart false
0 d- l3 f5 o$ W; z5 a2 \ - active true
. {! U! Y* Y5 A8 g. N - </control>
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- </scene>
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: |+ N z$ A& e- </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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