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$ J; I7 b# _; d5 I& e- ~图片可以任意修改替换为别的图片
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! U6 g l2 i5 U/ H! i4 x- Q V" b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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5 C: p; _ F( U; E# t+ y# b$ X8 Seffectdata.028 Q7 O9 w, `7 A% e
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- <cate> 1+ X0 l0 a8 d' H( U) |9 D# E, E C
- <effectdata> 0
0 l) i* u# D+ ]& R) k* H - name sp_yellow_hand }7 O3 D. T& @
- unittype sprite
; ]- v% z, t. b' ` - billboardtype camera, C3 \' P4 L! @. J4 `
- tailstep 20 0 0.1 600 false8 Y! U6 \3 H: g: \
- size 1.000000
7 F! Z7 y3 Q. W. w - backprint false* r2 Q4 n) b/ s! _7 Z3 Q
- disort false. F8 y0 P5 s- v- e
- texturefile Effect\monster\longch.dds4 N; @! ?9 a9 |2 c0 M
- texturepack 4 {( E7 H* o' o1 e, d' Y6 r0 \
- blendtype add
: f) Y( h' W1 `. j$ z1 b4 k K - textureloop increase
8 h; \) }# m) v5 z8 V6 e, G& j" H - texanimtime 0( p! A, Q: x0 s* L% O* ?6 n4 L
- </effectdata>6 ~ G; _# g# A7 c" s; s* E4 L# f
: d0 D* l. `( c2 C5 ]+ A- <cate> 7: Z1 E9 O" g8 y' g# S+ V$ y( q
- <effectdata> 0% m2 R5 ~* n7 z
- name pt_yellow_short_light_02
1 X/ {4 Z9 o- X2 Q - unittype particle
+ x# x% Q R* \3 @3 o! Y S - billboardtype camera8 k) V3 q0 \7 b6 v! e$ W/ e
- tailstep 0 0 0 0 true
0 x: l. u6 [& h* h* B/ g - size 2.000000! C v: ?1 G- o% V9 B; W2 m
- texturefile Effect\monster\light01_orange#.dds* Q/ O7 J- Q0 T% r# x, I7 L
- texturepack
# _1 o+ U5 |& @, ~ - blendtype add
( r3 v3 h( Q8 k; d# n* ^2 z - textureloop increase
' h% P7 ?, e5 { - texanimtime 0$ a6 g5 o2 u, |) A
- leaftype sprite1 `9 f% `- @- e- ~ L. k
- activestate exploderange6 R/ o: ~7 C& t1 Y% {+ c% c* @$ L
- lifetime 200 200$ K8 {% g0 w' P- _0 r+ [3 G8 b5 g
- emitrate 30
1 b! w" P5 U: }1 ? - maxelementcount 10
1 i3 n6 I/ `/ p, M& x" O, T - addrotate 60
- [; r' G9 d0 W/ S$ G# C" j- R - velocity 0 0# z! a6 d! T2 i! ~( t7 F* q
- acceleration 0.000000! C/ W7 Z' d' F1 Q5 N0 P. `
- spawndirection 0 0 0
/ Q) M8 x- y% d( b, z- Q1 X - gravity 0 0 0$ O0 f) t( ?; w! M9 p, T
- colorrange 0.0000006 v! K& a* _5 I9 P8 p
- startrange 0 0.5, x- |2 ]1 ~7 z" v) C
- endposition 0 0 0* s3 P$ c# v: }7 M6 F3 B( n( `
- particlesize 0.5 11 J( l- N' }) D# J5 }) Z
- followdirection false; E6 Y' q3 L' P. X8 @
- spawndirabs true5 @! ~4 i* \" x# A9 B1 x9 F
- trianglerender false
9 E T& r2 F, c. d! \. ?# l, @' x - </effectdata>
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- <cate> 3& `; G2 n3 O$ C4 F, v# u4 y x
- <effectdata> 0
~1 m5 G' D) M2 @# l8 p9 G - name mh_EFFECT_EMBLEM_DRAGON
$ R, i7 Q; Y. J& n+ H4 l% O) z - unittype mesh
5 Z \- e6 O4 |& d6 Z: U( f - billboardtype camera/ @$ F! y" X' D$ w
- tailstep 0 0 0 0 false
+ m2 u5 M! `; m. t) x. j' C - size 1.0000002 ~% b1 W5 H( a5 h/ q& }0 D( U
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
! _% w8 K% L0 `. Q - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
. H6 q# m6 r' H5 j, p. Z, l) B - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
: q9 {' j2 ]* i# u) {2 q, j - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel9 h- j* x7 f. `6 K
- animlength 0
" k; z, @* ?1 S+ D* [% V - twoside true+ x6 Z$ R/ @2 n& z
- mesh_status 0 0.000000 0.000000 ""
$ h s. K- y$ Z% E - </effectdata>
复制代码
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effectscene.02
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- <cate> 5 game
& p4 `# C }! O: r - # ######## EFFECT_EMBLEM_DRAGON ######### #. B( J7 U. ~% Y' f* W
- <effect>1 w* a0 o, q5 g: H7 k J d
- id 1181
" l. S+ o4 k+ y$ _ - name EFFECT_EMBLEM_DRAGON! b0 t% {5 e7 y. j v- q. w
- culldist 2475082071472936200000000000000000.005 S8 ~/ k" ~8 b2 `4 A9 c' R
- <list>- e _: P. { b
- res 1 sp_yellow_hand; D O. s) V" B L$ V
- res 2 sp_yellow_hand- {+ s! `7 E- ]( D5 a) f
- res 3 pt_yellow_short_light_02; q- u' T; ^! E: M( E
- res 4 pt_yellow_short_light_02/ P& x1 e5 Q( I2 V! e- w* j& v
- res 5 mh_EFFECT_EMBLEM_DRAGON
$ X- p% {% S4 ^9 {/ r+ F, p) ? - </list>* v2 u' U+ T X4 X% p: p. E
- <scene>) a' V$ D$ n) ]: c8 j
- sceneid 1- j2 J% ?2 e9 R. X
- name 12 r4 D+ G6 e3 ^: [! t
- <control>0 {2 O- O9 f: m1 Q1 {
- unitid 1) x' t& T8 p, v4 x
- active true' w2 ~/ V4 V0 c7 N x! U4 p
- startposition 0 0 0
+ J% P8 X, Z b! t) T+ V% c+ f - lifetime 0 1000' ^( ~0 l7 c* z' M# m5 v* E, D
- animtime 02 ]2 T% ^2 D4 V
- bonename "Bip01 Spine"
, S* q0 I" J$ h1 \) [ - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
+ y- d, C% H \5 P5 @8 v2 r- y - alpha (0,0.5) (999,0.5)
6 g: V( ?: Q$ f+ e3 h: H9 V - randomstart false( H/ i s" ^0 o" j( g; `, \
- active true
; R! F( o M* z: Z/ O - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
2 s( X6 K1 @3 S9 o) g% a' w - </control>
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* g* P* e, ]6 k- <control>
* X5 e$ ]! z8 K" U - unitid 2$ g6 N3 F7 X7 X! F# q
- active true& o9 ^% G' c/ C, s6 V; l% l
- startposition 0 0 02 ^- H( e4 ], i$ f
- lifetime 0 1000! v6 X8 R/ [3 A& q ~4 N) T! f
- animtime 0
5 @" y8 y2 M* S6 k2 y" w8 b - bonename "Bip01 Spine" / K; L; S$ n$ _0 z( B5 J/ E8 {/ a
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
! l* C: W. b6 `+ j3 N+ j - alpha (0,0.5) (999,0.5) ' d; I3 d4 p0 V3 _ i" G
- randomstart false
- U$ m# @5 h! k" H$ ~ - active true! \' Q% E6 P$ U9 p
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
[+ W2 \' q5 f7 u3 D- r - </control>9 H" C+ a& |. ]% c1 b' g) c3 e" ~
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- <control>
: I2 ?1 ` f$ ^* \# i - unitid 3
0 I* o# m3 X' ]4 `3 S: H - active true
* A, X3 Y0 g1 _ - startposition 0 0 0
9 a7 H$ ]1 Q: q b1 h4 \& Z - lifetime 0 1000
& R v! n2 c) U1 Y0 g& e" N, ]5 C: e - animtime 07 G8 V8 a4 U, p& r
- bonename "Bip01 Spine"
! Z0 d2 v( v9 k G. ~2 B - scale (0,0.5,0.5,0.5) (999,0,0,0)
- @) y! K/ s( u5 _ - alpha (0,0.5) (999,0.5) % B2 X4 A( l; W) i) c2 A% \
- randomstart false- ~& k4 q* Y8 \" F. Z/ m
- active true
0 a3 u; {1 F2 v2 g - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
- l" Y d. Q/ d - </control>
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6 _8 p: K2 I. r( K/ O- <control>
! P3 J! ?5 o0 z3 u; e9 c5 C$ Z - unitid 4; V0 K- m% {' J
- active true
. }' p2 D8 \$ h1 n - startposition 0 0 0
7 o) p: U; t9 K" a - lifetime 0 1000
8 ^5 j5 h3 S9 i' K' A7 ^5 D/ D' C - animtime 0( j5 t; `* |7 j: G- z/ j) _$ f+ ^ J
- bonename "Bip01 Spine" 7 m3 E3 D+ y: u3 l
- scale (0,0.5,0.5,0.5) (999,0,0,0) 4 J; M$ x; m' w* I+ m- a" H/ g
- alpha (0,0.5) (999,0.5)
: T( L; Z9 F5 Q. y - randomstart false; G& c/ Y. }4 |$ ?: c4 A5 ^
- active true9 p* o; _5 T: r# s* W5 O
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 05 U3 l. T# A( c4 q: q
- </control>
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2 }; R& N9 H' |, W* H) ~& m- <control>
3 d A! U& S2 u2 z# O, Y - unitid 5
* N% s1 P Z; w- `& R - active true
2 |( h6 d5 G& k* M3 F- ^( e - startposition 0 0 0: Y+ E" s1 [5 w+ s
- lifetime 0 1000: y _- N% N w: Y3 u+ @4 i
- animtime 14 s$ W) }" C: O+ x
- bonename "Bip01 Spine"
! o- C! W: M$ O( H - randomstart false0 H' K. o u5 b" i$ l0 u
- active true% n. X% V. ^" ]0 v1 d! T
- </control>
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- </scene>
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- </effect>
复制代码 : q3 C% Z" j6 i& P$ g$ l
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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