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Z8 J8 G5 y; [+ F1 D9 S图片可以任意修改替换为别的图片 9 z1 V9 }+ N% o
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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2 R: p# h. `, _# T- i
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effectdata.02
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- <cate> 1
5 n8 [# Z7 n- M; W5 _$ \: {, H8 O - <effectdata> 0! M0 n) v( _& e' @& t7 o4 V
- name sp_yellow_hand0 k2 y8 y) L2 O8 R* F% @, ?* q
- unittype sprite" J. }8 w) p; Q- M9 k, @" S' k
- billboardtype camera7 o, m* _6 n1 J% A: G6 S
- tailstep 20 0 0.1 600 false
5 b& E0 a& o _, n2 P5 Q9 P - size 1.000000- v. R8 t; R5 D* z+ v
- backprint false3 y5 T+ U6 f$ f2 I
- disort false
- h }. H. ~. ]1 N9 A. i, W8 S2 L - texturefile Effect\monster\longch.dds
6 {0 T0 n6 Q7 R - texturepack 3 B* C- z/ z" o* d' W
- blendtype add
6 n) i) k: X( G) r7 v r - textureloop increase: \9 d6 [9 g; r% k
- texanimtime 0( G+ Q' I$ `/ |8 [5 G) A
- </effectdata> o, K2 I/ J7 u. I) ]2 S" S6 _
- 2 b4 Z6 ^6 g4 b& A# T7 \/ a
- <cate> 74 X' f+ q: l f; Y8 q
- <effectdata> 0
' B: D0 x% p3 y# f2 c0 M - name pt_yellow_short_light_02
, ]/ e: A3 @# Y0 M5 \# x - unittype particle
! v* S% U7 T4 ]( s: ^4 z" Q, y - billboardtype camera! h3 c0 [4 S. |4 I. l- z) \
- tailstep 0 0 0 0 true5 x. A% ]* b6 L) g/ m" e
- size 2.000000- N4 f5 p0 n3 }8 V
- texturefile Effect\monster\light01_orange#.dds
7 i# S: l0 r( q - texturepack
6 N. B( j7 g( X, F - blendtype add
: a* ^1 l" {1 M7 N: e5 o - textureloop increase: ]" M& Q9 b C: d z4 W8 A, k5 H
- texanimtime 0
- ^) w# v8 o8 F" @/ [, |( D' E' g - leaftype sprite# ^# N9 n% c9 m6 u$ j
- activestate exploderange- _0 i; \& x* G) T& A, i8 g# O
- lifetime 200 2005 P" Y5 Y+ l$ E- z6 D3 i& G1 H# d
- emitrate 30
; r/ b) \$ _- M3 w% @) `- I& e - maxelementcount 10
0 \$ ]) V% E; B4 q8 I - addrotate 604 B4 R" U# u/ a
- velocity 0 0
3 A. h! ?1 N3 [7 L - acceleration 0.000000 C4 ?- X. x/ ?2 j3 a) B
- spawndirection 0 0 0
7 H4 I% g- t# k - gravity 0 0 0
4 I7 s/ C8 j4 o$ ]) F- s - colorrange 0.000000
. o( c( ]; A9 J/ D - startrange 0 0.56 {' y% M9 u0 P: h. f% O0 u& I
- endposition 0 0 0
2 W4 G- V1 {; b% C/ y' q' w - particlesize 0.5 1/ R2 \/ E9 a+ b5 R8 d
- followdirection false
& U8 Z0 @$ `; c2 H$ v! F7 v9 x - spawndirabs true
& k3 K. z# H9 `2 g l$ y" T, f - trianglerender false
% f3 `8 P R7 O# n8 N1 @. P - </effectdata>/ `& I. P( t, W" h- M
- 1 @8 R- Z0 k* [, D% E4 W# l
- <cate> 3
" F/ e( O: T y6 P5 t( W# F - <effectdata> 07 X& c- \: o& {5 ~. s
- name mh_EFFECT_EMBLEM_DRAGON
) ~& F- g/ D5 X: N+ P- k1 \& | - unittype mesh# |5 v6 T; {' v7 M d- j& n" @
- billboardtype camera2 V" `8 o4 B( r' V) l9 m/ L/ R8 D' D
- tailstep 0 0 0 0 false+ Z4 x ]: h$ s3 k7 K4 ], [
- size 1.000000% }$ f. Q" x, U" |) f ~% q
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack5 ]) } G* e3 O- M0 A, \
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
: L7 }0 H& V! B% k - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
% ]! H6 M, M7 r* j9 q& x - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel" Z+ d2 p U" u3 K$ }# E9 A
- animlength 0; j/ I" ?+ d1 j5 \9 H
- twoside true; X& R9 @. _% n
- mesh_status 0 0.000000 0.000000 ""+ u/ @2 [4 g$ ?+ g( e! h( M
- </effectdata>
复制代码 7 K7 _% s% O6 B, o% _' q
" e. n: h& @- J9 w( b0 W- Y1 ^effectscene.021 y( P1 I0 r: }; z5 H; E0 x$ v
* @1 V* [9 {2 F5 |" v W/ i a( C+ d; R- <cate> 5 game
6 i! Y' M. M3 {+ m - # ######## EFFECT_EMBLEM_DRAGON ######### #
- z& t( s; q! G - <effect>/ I9 u- n# m4 X( q2 d
- id 11819 ?" G4 @# B4 A5 K/ e: S: q
- name EFFECT_EMBLEM_DRAGON
& k8 S/ \. B$ [! F+ J) w% S - culldist 2475082071472936200000000000000000.00
2 M2 g0 T* }& Y3 b) F( T - <list>- e! W# a; K" q% [1 I: x
- res 1 sp_yellow_hand9 D$ `9 b6 g4 N0 i7 A* S* r
- res 2 sp_yellow_hand4 Z# t- w/ x S6 `( _( _! ~$ ?
- res 3 pt_yellow_short_light_023 O+ H) p5 {0 F$ v+ r3 E* b8 `
- res 4 pt_yellow_short_light_02
5 t. s* x9 W( g# Z0 B6 t; _: G - res 5 mh_EFFECT_EMBLEM_DRAGON4 K: ?, ^6 L* }' {
- </list>
. F, G/ ^+ L- O) p* ?6 ~0 e - <scene>
) T! i/ e+ x" D+ U+ T - sceneid 1
1 @8 e4 |9 a) L) V - name 1& Y3 d% a/ l6 _9 ?
- <control>
5 G& r7 b: J. k* `; q - unitid 1$ @8 H1 M7 I0 x h
- active true5 W4 H9 N# g: F6 ?& F: A
- startposition 0 0 03 O2 ^ ?0 q' W z! ~" o8 g* s
- lifetime 0 1000
/ [' i% G2 L# |) \& P- N( C - animtime 0
1 y$ S9 L& Y% B2 U- k% M - bonename "Bip01 Spine" 9 U3 ^. r6 R& V* G3 K
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
! h4 S# g2 W$ X' n) w! _2 L; m0 ? - alpha (0,0.5) (999,0.5) 1 d, z; e# t! j# k/ k# ]
- randomstart false
* ^% e0 U5 R( F8 _) k1 j( m; h - active true v# z. c' m" Q# K! v
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
( R- y( v" P8 t) }+ c; v2 ^- g - </control>
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- <control>% L M+ P- u7 X" f+ v1 B
- unitid 22 J' {$ r! i f) G
- active true
) F# b6 F! p$ B - startposition 0 0 0
& ]9 ?5 X0 D L0 x& v& E0 _! b7 C - lifetime 0 1000# ^0 b5 h) W( I5 h
- animtime 0
$ ^# d4 k) p8 f. i. V- Q3 F - bonename "Bip01 Spine" 1 Z d5 ^0 q; t C
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
) ]# X9 r9 q7 \- M# { _0 W - alpha (0,0.5) (999,0.5)
% y+ a+ r$ l7 B5 u$ {0 I$ a4 f2 D - randomstart false; v. Z( `; e4 ]8 ^! f7 m0 F1 i
- active true0 H8 i' S* W' a/ Y1 b/ u
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0! b$ B& t3 f% }3 A1 p2 `
- </control>
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+ R- t0 o% U! F2 g0 J1 m7 k- <control>
" J% V+ B7 n3 X - unitid 3% r! m2 V" }# `1 [* r5 z4 X% ^& C
- active true
3 X/ e6 {* `4 G; O7 a7 k: h! Z - startposition 0 0 0
" |3 N& Q9 R2 f7 o. p. j: F$ O - lifetime 0 1000" D u7 h0 g( S- |+ E
- animtime 0
$ f% b& G: M( V* e2 H- h/ Q8 V - bonename "Bip01 Spine"
2 ?! s' Y: g; E; G* T - scale (0,0.5,0.5,0.5) (999,0,0,0)
4 D: M* S, `- F' e - alpha (0,0.5) (999,0.5)
+ O* _: ]& F) o* I& z - randomstart false$ j* P/ E6 \& c9 d A- r3 r* G1 c
- active true7 ^$ `2 }2 [7 c: ~, a3 H2 |
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
$ X9 l7 D( B" f. v+ I" a) I - </control>. u6 Q" p; D, ~) S- W
; O: `; M1 N" R8 C2 U- <control>( p& V8 Z% m" J( S
- unitid 4
* o8 B6 a0 F5 M - active true2 b! A) C. f! `2 W& K
- startposition 0 0 0
- g% f$ d& s, ]$ O' j - lifetime 0 1000
$ u+ v' o0 w8 K, L+ ~" O, S - animtime 06 ], x& b* { M0 }. _
- bonename "Bip01 Spine" 4 L# b6 f2 N! Y8 l# ?! @7 \! u
- scale (0,0.5,0.5,0.5) (999,0,0,0)
% W6 ?( |1 q; R$ f - alpha (0,0.5) (999,0.5) 3 V9 ~6 P6 I0 Y3 m! i
- randomstart false
) _" }% W( v3 q - active true
) l6 S6 y1 X# u - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
3 U% f* f d+ Q! }- @- d: V - </control>8 k* K* \ N2 b5 `" j0 z5 z1 ?5 z
- $ O3 _1 D% y, K8 Q9 A3 ?
- <control>
* v% d6 q5 K% a' }# _0 k; f - unitid 5
, s( Z0 U$ D8 d - active true
+ c- _2 @4 H) M! ?, V/ r - startposition 0 0 0
4 c" m8 _' k- D0 p, _) |: A - lifetime 0 10008 j% E# L* X5 r
- animtime 1+ G% r" |9 c: o0 G% D
- bonename "Bip01 Spine" 5 l1 f' a* Z* }# r* P
- randomstart false8 M1 S" Z& _1 P9 U6 H
- active true
, S& F3 e& D. Y: ?6 J' ]" ^ - </control>: M/ \. I1 c8 ~7 _5 c
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- </scene>1 r n) J7 x. _* e; L: A
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- </effect>
复制代码 . M; j+ ]6 Q" L: k0 u% Q
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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