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! }( \, l: B' V: T3 Q; T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
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4 k( y' P1 z+ D6 G# w: I- Keffectdata.028 g7 l9 C2 s8 X6 M! l9 R. c f
9 F$ ] g' R! E, I' j9 l- <cate> 1
/ S! E) [$ M0 }0 D - <effectdata> 0
0 X1 _, [8 J* Q7 v - name sp_yellow_hand: J1 O3 J/ c; j. a8 n- U
- unittype sprite# G* I5 ?5 Q. R# g6 d7 m
- billboardtype camera
8 p9 |* S1 H+ C' k: H1 A - tailstep 20 0 0.1 600 false2 A; ^+ A1 A% v o
- size 1.000000
% ^5 G: X8 p4 D - backprint false
; j5 U' a, T+ H$ X. ` - disort false
) {; [) i/ S) b! R - texturefile Effect\monster\longch.dds3 z# ?5 _" m! d4 ?( Z+ {
- texturepack 4 y" q! D' s4 D) W) r& T* P
- blendtype add& B) k- `% R$ I4 _3 H4 J* ?$ _
- textureloop increase& L% `! z* Z1 Q3 J# N( r# e1 V
- texanimtime 0, b! R: Q4 X& g1 Y
- </effectdata>
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- <cate> 7/ g/ s1 d+ M$ e5 V; V
- <effectdata> 0
! X6 x2 O$ G; `1 b- Q+ M/ I1 {, \ - name pt_yellow_short_light_02
1 z; K- T' O. ~" c9 Z/ @ - unittype particle4 a1 R4 o1 F+ z2 M( n
- billboardtype camera
- O% h* L0 `: X4 ] - tailstep 0 0 0 0 true
/ p7 n2 X& a+ Z* z% L8 h/ y - size 2.000000: F* p! e9 u, a+ q$ ~& p2 q5 H/ y
- texturefile Effect\monster\light01_orange#.dds/ p; k2 i5 y5 a4 D. M' t
- texturepack
$ Z- I! \% ?! X/ L s9 D2 T% `2 f - blendtype add
0 W5 \4 K) y7 q- O( Q - textureloop increase
6 { R% x1 I: \- w7 o' s( b' J - texanimtime 0
1 @! q: z: W/ j - leaftype sprite
* d. O' b+ g# v" D! Z3 X - activestate exploderange
. Z* m* q" V2 I0 s4 I3 W - lifetime 200 200* x% ?' L [* Q+ d* y, M
- emitrate 30
" i+ l' U: E9 D - maxelementcount 103 l% P }' |2 p0 E j/ z! P, n+ ^
- addrotate 60
% l3 r% ]% w0 z7 m7 A& H# G1 m# v - velocity 0 0; H& C6 t9 E% W' T% m8 H4 S
- acceleration 0.000000# R7 m; J d4 w5 t
- spawndirection 0 0 0' K: L1 A' f9 p( K' V# I
- gravity 0 0 0. j/ w( Z9 l h e
- colorrange 0.0000009 d$ s- ]+ s, m0 N8 c- q' V& o& S
- startrange 0 0.5
! \8 |$ {' a( W" {' D/ C! {, l - endposition 0 0 0
n( t* K4 U" [3 M - particlesize 0.5 1
3 B- Z. B5 E3 Z: d5 p5 `( v - followdirection false7 s$ h* J. G" m& o5 E2 ?; ~: v
- spawndirabs true
8 [7 y) \8 h0 N# {4 A - trianglerender false3 D$ {# R0 A1 E6 v5 o, [
- </effectdata>
% J# |* i4 y4 M - ! u* S- c. p+ k0 @1 b1 y1 Y3 n
- <cate> 3- r8 Y9 Q" e3 @* I- C
- <effectdata> 0
, Y: O1 K) y% h) s4 H7 R$ K - name mh_EFFECT_EMBLEM_DRAGON
9 t( {, E! ?/ P9 Z) r: g9 L: b/ A - unittype mesh
, O4 P1 F) b& V: ~0 s2 g - billboardtype camera
9 A( q6 O; }2 `# D$ H - tailstep 0 0 0 0 false
$ Z% d9 m5 o. s G( | - size 1.000000
# Z0 L; R' N4 u6 w4 s - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack4 E9 [0 L3 F* n9 f2 Y
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh& Q& B# b% i/ |4 w
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
; k: w, Y w% D1 U) _ - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
4 c% d8 \$ N) B+ ]/ R* b( Z - animlength 0# i8 X# m$ }( M* U4 F
- twoside true" B) \1 p; O' e. B1 l5 m$ R
- mesh_status 0 0.000000 0.000000 ""
* F& e6 v4 o+ |% U7 W - </effectdata>
复制代码
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: _* v6 z5 h# W" b5 }% ~effectscene.02
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3 d0 O4 |" Q4 U1 M8 C- <cate> 5 game0 k7 [" ~* F/ A' u- f3 k
- # ######## EFFECT_EMBLEM_DRAGON ######### #5 E* Q, j) }! L5 @5 r
- <effect>
9 O+ M0 m2 e+ j - id 1181
' N6 t( z5 b- `0 R( m - name EFFECT_EMBLEM_DRAGON
8 x z: o8 s; X/ o( n5 i/ r( |8 H - culldist 2475082071472936200000000000000000.00; t4 ^! e9 k; t. |5 M
- <list>) u4 f5 w1 t2 {: ?9 W6 `
- res 1 sp_yellow_hand4 o9 K' J6 l' a) \
- res 2 sp_yellow_hand/ ]- o0 k$ k/ h2 J- Q: m; ^6 Y
- res 3 pt_yellow_short_light_02; `( K! `: z" ^: n8 B r* R
- res 4 pt_yellow_short_light_02$ z- a! t5 |% o4 ]" A3 y6 r
- res 5 mh_EFFECT_EMBLEM_DRAGON
# D7 l: v( |! \! | - </list># a5 Q- U% z, l3 @) q. w: K
- <scene>+ e+ U7 U! D; h F
- sceneid 1
) ~+ N" D s; R - name 1+ N( Y0 a# B/ R z( c; K0 a
- <control>* P" e& s* x2 j5 e$ U! P
- unitid 1
7 f2 \1 [# J9 G - active true
% \( n2 d# L4 T" N) S - startposition 0 0 0' L/ `# b3 t- k* m4 x1 F
- lifetime 0 1000
( j- N% v% X. Y/ }& h$ n2 { - animtime 06 |1 M. x/ s* ?9 Q
- bonename "Bip01 Spine"
" ^$ J* y5 {1 U4 T# w% k - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
4 \: A0 O' d7 { - alpha (0,0.5) (999,0.5) ( y5 o9 O. ^, \/ K
- randomstart false# G$ h: I- X6 E5 E
- active true" _( Q1 _/ p3 J1 H) ?$ f: i" p: R
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0: f) z) m" q4 o. F# {
- </control>) m8 M$ M- E# O) `" p% a: e8 T- m
8 [8 L4 { r! |6 e; I. V- <control>/ N3 l5 [! P2 G A# N" b
- unitid 2
# {/ _7 ?+ l; M$ ^3 a4 y" i" y. U - active true: ^5 ` ~3 b# L1 M6 l
- startposition 0 0 03 H6 _) V4 B1 J" _# a! n; Z3 e
- lifetime 0 1000
' p$ u5 T. b* O - animtime 0
% p5 j4 ~% P# N - bonename "Bip01 Spine"
+ X' C* @, S4 n. Q) m K - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
. H0 F* E3 B$ {( a7 @( u - alpha (0,0.5) (999,0.5) 0 B4 a% k- \( P- @" s; e
- randomstart false
/ e& j) M" ]/ p0 i* s3 M4 C$ | - active true
+ O4 [# f ]. k8 W - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 01 M* ]! s. T5 g9 R
- </control>
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: B, c1 O+ Y4 A) Q" j- <control>: r5 L5 y0 d" M- L
- unitid 3% C6 ~; @' L0 w, h: P6 N
- active true7 z3 O" g, L1 s1 V& J/ ~4 ~
- startposition 0 0 0
0 X3 c# }9 r& j/ O - lifetime 0 10003 D2 _0 u" Z- P& G$ H% R+ L- V! C
- animtime 0
6 b( b, ~0 X% Z( g, p7 [0 | - bonename "Bip01 Spine" $ e- A8 U$ d' } p, `# ?
- scale (0,0.5,0.5,0.5) (999,0,0,0)
]0 J2 p- L7 h+ P' K- r - alpha (0,0.5) (999,0.5) + r, ~' d, y2 R& N# u* y
- randomstart false1 A) c# @' G# [8 N, _' @
- active true
; ^! i+ | E7 @$ k1 f! ` - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0( a8 j$ K6 t2 S q7 V# M# g& p- Z
- </control>' T+ G3 _. @& ~
9 [- V7 [: [( Z$ X( u+ {. x p- <control>: p' Q6 Q" h" E/ V! ~
- unitid 4" W6 t2 w; E7 |- I+ c1 o7 E! M
- active true' x8 m! d: M# K# k, G" ]% q# ?, O. [
- startposition 0 0 0: g( j- a# M& [3 j' l4 K* t/ f
- lifetime 0 1000
% F0 `" m+ P8 _# W4 L - animtime 0
. b3 W8 g! \. w$ N9 b( N - bonename "Bip01 Spine" - J- t% k- U' B$ L4 K: t
- scale (0,0.5,0.5,0.5) (999,0,0,0) ) S, y2 C+ ?; P& I- w. D3 U
- alpha (0,0.5) (999,0.5) 4 b. w& h' z* f( d
- randomstart false
8 H- a9 u- e; ?; f( j* P+ D; m - active true
* j/ d3 } C; `1 Y7 q. n W - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0# w/ @0 l9 Z/ ]9 v P7 e7 ?7 M
- </control>
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" q4 Q% p' o6 Q5 Y$ `- <control>
2 i) m5 [, V& O3 D+ E2 u5 [( A- h - unitid 5/ Y5 J( M! W1 r4 H
- active true* n' C0 _# P( C0 {9 o
- startposition 0 0 0 k# \1 k; M4 g/ \6 N! H
- lifetime 0 1000* U; M" R3 n p" Y
- animtime 1" u b! O4 g: W2 a! g
- bonename "Bip01 Spine" 8 u7 c0 v2 ~; y1 d
- randomstart false8 ~9 c, a( B6 |. Y! c- T# R# l, P
- active true
7 m" i7 `: j; f) E' Z - </control> v& a$ ~3 O2 y5 a5 {
. {7 H4 h: ~# X- </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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