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5 B/ g$ |0 U8 J& \" G3 n6 O图片可以任意修改替换为别的图片
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3 \& {; d1 S9 g7 g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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effectdata.026 ]5 d0 W$ \4 b; i) c, g8 s- d
8 c4 A. _9 @& J; X Z- <cate> 1
* @# }( F1 N" e2 p - <effectdata> 01 E R1 F4 [% k. T; f$ F
- name sp_yellow_hand0 v( \* R" x( G' L' o! T/ T
- unittype sprite
- v9 h/ [9 a' l' l) W: {* J+ U `$ j+ m - billboardtype camera) M9 g+ q2 a3 F" K, _
- tailstep 20 0 0.1 600 false
5 D' {9 F9 ?0 j9 [0 F - size 1.000000
' S* @$ Z* k; J; Z5 U5 q - backprint false
: @- u5 ~6 c k3 h6 m& V - disort false K" |8 Q( e, a+ W
- texturefile Effect\monster\longch.dds
O" R6 Y2 U' |! ? - texturepack
/ y+ _/ O9 b4 K/ [ - blendtype add
- n" W8 H9 \& | - textureloop increase
* ?7 ]" ^5 {% W - texanimtime 0: n. H/ N5 w6 G4 O" E3 @
- </effectdata>4 x: f+ }- t5 h2 e0 {+ b: ^
5 T& s9 H! t. l) @- <cate> 7
: G+ M* `5 b+ p/ J8 t% g - <effectdata> 01 R" D) H$ ]8 Y& n
- name pt_yellow_short_light_02. u3 J. L+ Y) K4 S
- unittype particle
+ L3 \* u; G5 z4 g/ [- J8 x K - billboardtype camera
4 ?) X3 G/ M' p0 U - tailstep 0 0 0 0 true- e' a. w) p; M h4 V. L: U; R: Y
- size 2.0000007 p3 ?! O! R q+ J8 _# B
- texturefile Effect\monster\light01_orange#.dds
. V: P( d0 I: J* j* Y$ X: ~ - texturepack 2 O: y: P4 E0 C
- blendtype add+ } s% g! `0 E. t" l
- textureloop increase
; k& C/ w }1 A - texanimtime 0
% G, r- }/ Y* F - leaftype sprite
) @; } ?; x( {* R - activestate exploderange
: m$ M1 P0 B! \2 I& i* t* u" c - lifetime 200 2001 ]9 f" A; V" {. I: H1 v
- emitrate 30( \! G$ x5 Z2 C/ f' ?6 I. T( o
- maxelementcount 107 w: _% z. q; Y4 G- F' }; m
- addrotate 604 v& k$ n9 ^5 Z6 _& ?5 t
- velocity 0 0 p. A& u5 X j% [/ u
- acceleration 0.000000
, A D3 g5 z2 z( s3 K - spawndirection 0 0 0
( C* R1 a& J; H* w6 }1 O - gravity 0 0 02 O& P5 x2 @. l7 V; H
- colorrange 0.000000
: p1 |$ }+ [ f% @ - startrange 0 0.5
# g- v" a& N4 k" }2 c* h# \ - endposition 0 0 0
% A+ ?3 v% C6 ~ - particlesize 0.5 14 k# s: T" g4 D
- followdirection false
* y7 ^2 e8 V) o. f0 p2 Q - spawndirabs true
' H3 G" }) z0 t- B: M" t - trianglerender false) [6 E7 T# r$ Z6 q' o
- </effectdata>
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# [2 A8 d0 z9 n- <cate> 3
( l, W, Q, K1 y5 [& U: X0 z - <effectdata> 0/ c% l. |* R4 n
- name mh_EFFECT_EMBLEM_DRAGON
/ o, ?% Y1 G, Z ~% N0 Z - unittype mesh
5 F# g$ e. W& O2 K - billboardtype camera/ X |! ]" v4 z9 G, V) ^
- tailstep 0 0 0 0 false
# @$ y2 Y/ P0 j7 w m+ k- R - size 1.000000) J2 H/ ?* Z9 _0 x$ b5 r
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
* w; U0 s. s& O5 F! j* G - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh1 R" D6 o6 Y4 q) {# r- l% z) e; p' {
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
3 A& [# A+ l% ] - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel2 H. @' G4 @, i% f4 _
- animlength 0
$ @& X' E# x1 y g7 }/ v/ U - twoside true' x5 Z" ] e# k( _ H& {+ C
- mesh_status 0 0.000000 0.000000 ""
% i( R5 ]+ k( H' B" }( \3 o - </effectdata>
复制代码 ( C- \; D" ?; K$ k+ g
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effectscene.02
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- <cate> 5 game( p$ K W3 I+ b+ K( ?+ J0 c x
- # ######## EFFECT_EMBLEM_DRAGON ######### #
n J5 Z4 S3 ] ~; y - <effect>! ^0 C: A- T" T' @% L
- id 1181+ j. s) C1 M$ j q3 e! t5 V
- name EFFECT_EMBLEM_DRAGON
; M: b8 B* g6 }4 z4 D- U A2 y - culldist 2475082071472936200000000000000000.003 S3 ]6 F- k! }+ a1 U/ p
- <list>6 v" L3 Y* U* {+ m& H
- res 1 sp_yellow_hand
; j5 x- b! |* m: V! U" r0 n - res 2 sp_yellow_hand% v& R P# }) M8 d& p& w
- res 3 pt_yellow_short_light_022 q- u% b( y* e& r
- res 4 pt_yellow_short_light_02
9 Q# N$ b$ T7 r" y; z - res 5 mh_EFFECT_EMBLEM_DRAGON
. E- n% H5 x% J8 q - </list>9 i$ @3 d# R1 J9 m- ^
- <scene>
' h5 F1 r8 S( c6 n# {4 Y" A - sceneid 1
/ F6 {% w4 x T g% L0 J - name 1
- f! j0 ^, i- b2 M; S - <control>
0 F; X' i2 E. P* e2 d* p6 h - unitid 1
2 v: F' X& j; S. I7 x - active true6 m, v" f& B! B- Q8 k
- startposition 0 0 0
7 T7 i+ u% @) j( t% m5 Q - lifetime 0 1000
3 C* H6 G$ q3 k) N - animtime 0
: e0 a7 e8 H, S, s! [+ n5 c - bonename "Bip01 Spine" / x: l* s% N8 m
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
7 n" e+ s& I! R - alpha (0,0.5) (999,0.5) 6 Q. n# c* h$ N( ^# ^) r
- randomstart false! q3 i5 L, v6 d
- active true
9 ^6 o; B H8 Z: |8 {' |) b) y - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
, T% K9 G) \5 E) Z# O - </control>
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$ a4 Z' w( d1 f" g, q$ F7 r% g- <control>$ ]$ n1 A. c% ~2 F3 P( \: |
- unitid 2
0 n) z( F1 B1 v/ { - active true# A9 q! P6 G' ^/ m, D
- startposition 0 0 02 \; I) q6 I) m/ K" i( F# [, E
- lifetime 0 1000
. x+ S+ S) l; W0 T5 f, W - animtime 0
3 q6 f' S' v, M2 Q - bonename "Bip01 Spine"
) p. H! m3 D: ~ Y6 A - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 6 b# N; m6 V: c
- alpha (0,0.5) (999,0.5)
3 g- E \! Z/ ?5 T8 h - randomstart false& I! x3 l6 ]0 C7 }, p! k
- active true F! A! K9 t* T9 C) g" j
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
; t* ^( J7 @; \ - </control>4 w1 B$ ?4 G$ \* J' i$ K
- B) h; {9 u6 Y6 ]5 h7 c$ Z- <control>7 r% J; ]6 \; [3 F: A8 A
- unitid 3
6 L; g) W. y1 } - active true
( I$ D: W( t' R2 w4 {/ t0 e - startposition 0 0 0( w$ C: @. k2 @6 `9 O* h
- lifetime 0 1000
1 h1 X8 j4 e' i ?8 g+ Z5 v) F" } - animtime 0, A+ t; g/ T1 X6 W
- bonename "Bip01 Spine" 5 z9 c+ `% | S+ j8 F# l
- scale (0,0.5,0.5,0.5) (999,0,0,0) & n) J. R* e: N U' V8 i4 V6 G
- alpha (0,0.5) (999,0.5) 6 k( F# [7 h$ S# m) T! q3 F( X' Y
- randomstart false
; X& k# j. g1 {- d - active true
5 m. u. z5 o8 C* n2 [9 x2 r' o - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
0 F5 W: F. c' ^$ j - </control>
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, r" @6 j$ A9 I; Q! ~- <control>* M" N6 N5 U. x% D# x' d6 `( x
- unitid 4# x+ v5 d! A) g0 d8 u! ]8 o
- active true# }% M7 ^7 e) V1 O+ \
- startposition 0 0 0
8 g( L6 {3 F9 N) o7 v* ?2 H - lifetime 0 1000$ |! B; T [' f- G" l1 N5 L
- animtime 0& i% x' C4 \" O" C6 l
- bonename "Bip01 Spine" : h. A5 W" _0 v
- scale (0,0.5,0.5,0.5) (999,0,0,0)
* S2 G5 n5 G) x) i8 c$ Y - alpha (0,0.5) (999,0.5) " v7 ], c8 I: M$ `$ F
- randomstart false. H# U1 g+ F, t+ B
- active true, q" G" H! }6 i# S; d. O/ \; V
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
. ^# C$ |9 }2 V9 L6 U S6 Z - </control>9 E2 x+ e) u' ~
- 5 o% }) d& v2 v) C# m* P8 y
- <control>
/ |3 j0 d! j! I* C - unitid 5
) g8 u I* z# y9 j8 w - active true
6 m6 `7 u( s A7 S- p/ S5 F9 z; w" B; k - startposition 0 0 01 Q/ T* I2 H, V9 e
- lifetime 0 1000
2 y: Z C% s, j2 @/ Y8 d/ ] - animtime 1' K1 B5 k- |) Y
- bonename "Bip01 Spine" $ [- b N1 P% ?, [' B) X
- randomstart false
y( B1 q/ ]& B, u; o1 k! g - active true! I/ o, r0 g! ]2 d/ W- @8 I0 D# w2 f
- </control>( G0 N/ Y) w& @* E
" v% N! U- H& P3 p' g% s- </scene>
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: f8 k7 i" C: y! R, G0 m2 z4 L- </effect>
复制代码 $ p& G0 b4 |) a8 N( W/ g6 |7 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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