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9 [' S1 e: N Z8 o! f# ?2 J图片可以任意修改替换为别的图片 8 g- \) j+ q" Z- `/ \/ X& A3 O1 F. K
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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9 o$ d* e+ j0 @! t0 K4 M
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effectdata.02
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- <cate> 1
: k0 d& \' Q' X' H - <effectdata> 0( r7 p: l9 _0 `: `2 C
- name sp_yellow_hand
& s/ [3 F* C/ x, y - unittype sprite
3 Z" H9 D* f5 R# m! i, Y \ - billboardtype camera b( ^( T& M2 V" n0 x+ L& Q# l. S! o
- tailstep 20 0 0.1 600 false+ g) O" \+ L4 r) Z
- size 1.0000008 R) F3 Q7 ~2 Q0 J
- backprint false& Q k, Z, P/ w# @ k
- disort false
7 ]: d, g$ ^5 z& e* b. J! @ - texturefile Effect\monster\longch.dds( d+ A2 j& m1 e# G6 C
- texturepack 8 r2 J) @6 r+ |! N; `
- blendtype add
# l/ ^8 \% _$ M* w" v) W - textureloop increase' y f1 Y! y$ e3 _# A8 w
- texanimtime 0- I& I2 A. `; R! ]2 r5 C. _( f
- </effectdata>
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- <cate> 7! x7 Z3 z# z1 x
- <effectdata> 0
& P- o( {* U3 }2 ]6 Q$ p - name pt_yellow_short_light_02
9 A1 J" B$ R+ A. Q - unittype particle8 k% e5 n; y% g# y& G" p3 C9 c( H
- billboardtype camera
5 \/ N' l- n# b+ C - tailstep 0 0 0 0 true
/ D' w$ y9 { y - size 2.0000006 a4 ~8 e! ~3 O9 e7 [
- texturefile Effect\monster\light01_orange#.dds
+ ?8 P! o5 i7 `9 M - texturepack / ~- `0 O+ K+ k! E) B
- blendtype add- N7 A: Q6 y( h
- textureloop increase
3 }/ C2 l, ?1 M s; B! R - texanimtime 03 R9 A) O3 E: q; Q5 D" E) ]
- leaftype sprite' `9 ]# C6 j& o3 Z# G: G `2 N
- activestate exploderange
. L4 i# M9 X9 @ - lifetime 200 2005 W& q* y9 ]# K) R0 L _
- emitrate 30
& O/ w5 ^/ i5 o% ~" H - maxelementcount 10& }" b8 W/ ?/ I6 c2 p3 b% `
- addrotate 60
8 ^3 i5 t- n1 l; w; b - velocity 0 0, ~) }; x2 B, {. G
- acceleration 0.000000
6 q) N6 T5 i5 g2 P$ p, W - spawndirection 0 0 09 z3 W& `2 w3 q, @9 `
- gravity 0 0 0# g- \/ z+ X) o! Q5 C- f/ C
- colorrange 0.0000004 I) u) V& M: x( T* E0 F: P
- startrange 0 0.5$ Z* z0 B7 d( M0 }- v+ Z) ?
- endposition 0 0 01 |- I( f8 n4 Y- p, v
- particlesize 0.5 1
& u" x' d' P5 y3 i8 Y - followdirection false
5 o6 W e* f+ b' m8 Y3 x - spawndirabs true
1 h0 G/ ]# M/ n) i - trianglerender false
3 \$ O, m7 B. W0 j U' n - </effectdata>" r7 n( h1 x6 }! T
+ Z0 l0 ?* D5 A0 Z- <cate> 3/ o6 y$ P: [# x+ C
- <effectdata> 0 J3 ]( A4 U6 v
- name mh_EFFECT_EMBLEM_DRAGON- F& ?4 n3 ^ s: g! t" I3 k& C; F
- unittype mesh9 m% N* V$ q" q4 T) f( \
- billboardtype camera
. H ]5 D" P5 w - tailstep 0 0 0 0 false
! V; b9 X' f8 j- t/ A - size 1.000000 q6 T/ t; p2 Y5 n# v
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack+ {2 \8 L6 ~* k7 `$ J3 F d
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh% N2 X W; G/ k4 x. ` i2 a2 ?
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim! E9 C' n, s- I2 V, s
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
) y* m y% s5 m9 {$ A4 K/ ~ - animlength 0- j. Z- c) E, W
- twoside true2 }: T9 j& r6 J2 K. `+ b) v
- mesh_status 0 0.000000 0.000000 ""
* f- Z+ u$ v3 e$ a/ j' C2 w {9 Y - </effectdata>
复制代码
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effectscene.02+ t3 y, T0 }% ? h9 u
+ t* H. `* g4 k3 P6 Y1 X& R, Y- <cate> 5 game
9 ~% R0 ^+ ^, y# P) Q0 |, A( d - # ######## EFFECT_EMBLEM_DRAGON ######### #
% `% ^6 I A9 `% a# F2 k. k6 N - <effect>
2 i# a2 M/ Y6 T" e. a& H. u - id 1181
2 l( {, `, A5 h: T- Z - name EFFECT_EMBLEM_DRAGON4 z& D& U! ~2 r
- culldist 2475082071472936200000000000000000.00
1 f4 l L' ^; G: M- Z - <list> C5 C# v6 T U; |; f* T- y9 J& w
- res 1 sp_yellow_hand; @5 e+ G- o7 p; V" N5 h1 k( z
- res 2 sp_yellow_hand8 t1 ~+ }% |; q N; W
- res 3 pt_yellow_short_light_02
; t. W c. p1 f9 e - res 4 pt_yellow_short_light_02/ U; l) h9 g, p& D8 E
- res 5 mh_EFFECT_EMBLEM_DRAGON
" U( b/ g6 e' ~8 O. t T - </list>( _2 u7 P$ E5 m7 @/ ?$ T, g
- <scene>
" o* e$ e' @: w# O+ p) I3 O1 g - sceneid 1
* v) Z3 U/ G5 {0 G( U) E0 B1 G - name 1 S( g3 X k+ Y `
- <control>! }. N0 R G: v! l$ U
- unitid 1
! Y% h+ _) h& a2 N! w - active true2 ? ] x# I: ?; g4 E6 Q
- startposition 0 0 05 k, p$ U' }9 y' Y; z8 X
- lifetime 0 1000& p h+ n9 E2 n. ^" h" @+ R
- animtime 0% n# V; E3 ~0 H N& U! W, f
- bonename "Bip01 Spine"
# e7 q$ S( X7 A. ?/ `! d5 \; D - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
# U! w& ^ H5 g: Y3 J - alpha (0,0.5) (999,0.5)
0 z3 J1 R6 v4 }' S" \6 f - randomstart false$ u8 J( O+ J- f; n- W) h: J# }; O4 X
- active true
; ~) Q0 A9 M5 S" l8 `$ {5 o0 R - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0) t- E0 g, L/ A& ?4 v; y p
- </control>
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6 z# P1 E/ o. j- <control>$ x2 y& q( c$ ^8 T! p/ _+ P
- unitid 2
E% p9 R/ ~1 c8 k b2 {4 Q - active true( X+ ]# \* l0 w, j- Z. ^
- startposition 0 0 0
6 G7 W0 s+ e4 q9 w3 G - lifetime 0 1000/ ]2 f7 g4 [" t- F
- animtime 0
! r$ c3 y3 a# k9 g1 c# C - bonename "Bip01 Spine"
+ \* L. W: I: b3 R - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
* j9 c1 w# o9 T# x- w. k5 L - alpha (0,0.5) (999,0.5)
& q) l% I2 d! @) b - randomstart false
$ x+ e; U9 R9 B: L - active true
* `, i7 p4 U' K. e8 l - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0$ ~' m/ f& F& u- S4 Z3 x
- </control>
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|* o& K& Q+ D1 t- <control>- Y5 M* a {( ?) U. i% G6 X; [
- unitid 3
6 M3 r- h) A0 V3 W - active true
: z" A. h( ]8 z D) G - startposition 0 0 0
3 b y$ f9 q4 s/ N& { p - lifetime 0 1000
4 W% a/ t& u, J: J1 W; n6 G" \$ c - animtime 0/ ?9 G+ B0 T' k3 G* y9 H
- bonename "Bip01 Spine"
9 ^: G' U8 P7 _, I: B - scale (0,0.5,0.5,0.5) (999,0,0,0) : s5 }" b. P% Q! e
- alpha (0,0.5) (999,0.5) ) A1 N! g: k2 }0 w$ |) a
- randomstart false. X x3 }- _7 Q
- active true
% Z6 d% q; E2 ? - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0; i- L1 e0 w4 _5 T/ U+ f' r
- </control>- x' w9 a# n3 T) y+ g- t: p
- . l8 h& L/ x3 o- y. H" W/ v V# g8 l1 v
- <control>+ v, E& @* e6 b: I8 A+ ~7 e9 `" H
- unitid 47 j, ~( w; O; K6 l% a9 }
- active true
8 o! R/ l U7 E" v1 e0 A - startposition 0 0 0
1 `# o/ {) A: T; B$ {) h - lifetime 0 1000
1 J* V4 T' B' `4 a' J - animtime 0
: X$ H! D! D9 ~ ? - bonename "Bip01 Spine" % N ~) \1 W2 e. z2 @
- scale (0,0.5,0.5,0.5) (999,0,0,0) + w) C s0 `' u7 r% Y9 p7 Y/ s
- alpha (0,0.5) (999,0.5) ! i5 i# S5 S7 ^+ ?* |
- randomstart false( N! v* {( A# N1 f+ p
- active true4 P' C8 r4 J3 r0 Q' L! J
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
* g0 L) D2 v$ K8 T - </control>. |; [7 `5 A( C p
" t* B2 ?0 U1 h) \" |. s; k: j. _- <control>5 @1 m \0 \6 d3 c
- unitid 5
: @* J* i1 k* X. o5 C2 v- V - active true: e3 j1 N, @: u. W+ g; ~8 b; W
- startposition 0 0 0
9 M! l9 D+ V" v. U, v9 J - lifetime 0 10007 S# s% ^( T/ a. x# B/ i( v: Z0 r
- animtime 1& V) E. k* I0 M @2 |3 y4 b
- bonename "Bip01 Spine"
# {5 r8 E" v* ?% { - randomstart false
2 j" \' o9 F7 O* m% } - active true: @, }( i/ o; y) f v5 F1 m! {& U; r3 [
- </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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