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" D s" E0 R, M( W图片可以任意修改替换为别的图片 + X1 z+ e! ^0 K A0 D
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( S, |) Y; J. F/ i5 \7 G0 v注意下面代码不要直接替换 这个是需要手动增加进去的! ?8 e: r- o/ v1 U" T
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" o; R3 w! ]; R4 x# {, N7 g* _effectdata.02
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- <cate> 19 U0 q+ S- s! s5 M" h3 L
- <effectdata> 0
/ h( r7 f% d' C$ h - name sp_yellow_hand ~1 t U% ^5 w# l9 H: D; Z/ x1 i$ T
- unittype sprite
; O* S# ~: ?7 m - billboardtype camera
/ g" b( o ^5 \' i3 E! U - tailstep 20 0 0.1 600 false
1 g4 e/ X7 H. Z3 \ - size 1.000000
$ _7 H# O4 R3 m% }5 [ - backprint false
! r/ ^( X+ |1 J# u( p' M1 b. Z - disort false0 `' D, `$ G! b
- texturefile Effect\monster\longch.dds
; p, L( W8 S" Z# w5 H - texturepack
7 ?% b" M* D2 d+ ]2 R6 D Y - blendtype add
* }- D" F) t2 G9 W% I1 }' D* t - textureloop increase
* v" R1 V* E, u, @: V - texanimtime 05 E+ u L' X2 p1 i
- </effectdata>
C4 C4 K2 P& i3 }) a
. h7 k( h# j/ Z1 o# Z- <cate> 7
" p$ t4 \4 h c+ G! d - <effectdata> 0* L; \3 T2 u# ?0 I) U$ P; W9 J
- name pt_yellow_short_light_02
- \- j3 {* s2 R6 E - unittype particle3 ~$ S8 |6 T: `# K3 {; |7 m# _
- billboardtype camera$ I* K: }3 Y z: V; A& p! x/ ?
- tailstep 0 0 0 0 true
5 x5 R, `& D. @) B - size 2.000000
, X* @' Q9 T; _3 L6 E/ P s6 o" Z( | - texturefile Effect\monster\light01_orange#.dds5 U- o7 a9 Z2 B+ u& M
- texturepack - h: {) J% \! a# v) X
- blendtype add# ?2 W+ K% f, L+ R
- textureloop increase& b5 g) h1 o2 e" s9 B* u
- texanimtime 0; K: U* ]" B2 c# C
- leaftype sprite
$ o) B3 [% N3 }. N7 } - activestate exploderange. u! b* H6 }. q5 y
- lifetime 200 200
1 d8 e9 U- B& K1 A; [ - emitrate 309 @) h1 y5 \0 S0 ^' v5 A
- maxelementcount 10
! u5 ~; w9 e$ ?" P% z1 P - addrotate 60. Q) k( b" n# k' k2 o3 _
- velocity 0 0
. Y6 ~( q' n) k. v+ n/ @ - acceleration 0.000000
0 r0 v [/ ^4 W - spawndirection 0 0 0
: y6 G! E3 D0 _/ [ - gravity 0 0 0
0 G/ ]* @' n* Y9 d - colorrange 0.000000
/ ^2 N1 \$ Q. ~) F9 c; Z3 k - startrange 0 0.5; e2 d- M9 P9 g8 U6 w4 g' q% T7 o2 }
- endposition 0 0 0
4 r% K3 d+ b7 v | - particlesize 0.5 1. ?9 ` F1 h1 ^
- followdirection false
: Y8 A, S" g4 f/ b0 Y; J - spawndirabs true
3 a! r: H( q" `) W2 u! Y7 T1 `* \ - trianglerender false
6 ~/ \) }* O5 | - </effectdata>9 L/ {$ I* L) l. l3 m
/ \/ [9 f/ g U3 |4 f- <cate> 3
" d6 E a. V7 i) r- I8 \ - <effectdata> 0: n% I' t% w$ [ e
- name mh_EFFECT_EMBLEM_DRAGON4 C! n- n2 n9 k7 U' f* {0 Y
- unittype mesh5 D' `/ f2 j/ b
- billboardtype camera
7 C+ m& L. W0 a2 P0 r/ V( z - tailstep 0 0 0 0 false S& r/ c# F' G
- size 1.000000
6 W& U* B* e l9 P7 s - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack4 o0 [# ^0 o- Z7 w( Z( Z4 K: ~' `
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh4 q5 l/ E2 I0 {% l- I R% _
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim( |& A6 R D5 l+ x0 R
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
* U7 G% g2 {2 Q - animlength 0
2 V6 }0 \4 K2 V6 w: ^. x6 ~" y) C - twoside true5 h' {* P5 I" ]
- mesh_status 0 0.000000 0.000000 ""+ k D$ G$ f( D- G" f1 U5 @. Q3 Z
- </effectdata>
复制代码
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effectscene.023 v7 X7 ~" C8 Q9 \5 j
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- <cate> 5 game
( o [: n$ Q( l/ S8 ^ - # ######## EFFECT_EMBLEM_DRAGON ######### #
6 |/ Z" O* X$ g6 C* x* {) W - <effect>* k4 n! B. S, J* U) f- V
- id 1181
; G0 d6 |5 {, h4 g% \, m! P7 [" \# ` - name EFFECT_EMBLEM_DRAGON
0 ^3 l5 _7 H! a( _7 K* u9 l - culldist 2475082071472936200000000000000000.00
9 C. l% `* b' ]1 [/ W: l - <list>
9 }9 }; c& L7 M, L! D( v! A6 ` - res 1 sp_yellow_hand
/ X4 h; Z" O4 A- i7 h, p' G" u5 S - res 2 sp_yellow_hand
! `4 o% {8 d4 R' V. M# u - res 3 pt_yellow_short_light_02! p; ]) p9 {; x V/ e
- res 4 pt_yellow_short_light_02. @- }: C- P. G/ Y, A2 H0 h
- res 5 mh_EFFECT_EMBLEM_DRAGON
: Z# U. e7 c. ?: U# L - </list>; ]* ?. _2 c, S& }8 m; T, ?
- <scene>2 Y- f; e* V- V
- sceneid 1
2 o# g$ Q' \- ] P" H6 q - name 1
: W, B( e7 \% G1 O - <control>
6 J5 T' M0 j, c8 K& Y& K# Q9 g - unitid 1 w4 M! F4 @6 q" F
- active true0 y% z6 B& `, t E
- startposition 0 0 0
) |( ]2 Y% P8 y7 x# k1 K - lifetime 0 1000
% d1 d* t) m% N1 u, o/ {& Y - animtime 0
+ G0 i, z) K1 b! z% M) ]+ g$ l5 p - bonename "Bip01 Spine" 7 L8 z% @* E9 Y6 r$ R2 \
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) + c6 ?( X" }' s9 A3 T! t
- alpha (0,0.5) (999,0.5) % T2 N+ H- j! P& O$ h* P
- randomstart false
# S! `8 z6 X: J0 Q - active true S0 {. b! T$ e+ v- I
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
# Y7 ~: |( v: Y' q! |' h1 f2 { - </control>$ M' ?8 T/ G- k8 u. g$ V
: f; F0 s4 S0 V3 R0 v! f- <control>4 l' k+ f& q* e1 ~7 b
- unitid 28 g0 w9 q5 e1 y/ y ~0 D$ K
- active true
+ j8 {2 s! k( T8 W- x0 g - startposition 0 0 0
8 ]3 c4 h) `) d - lifetime 0 1000
! u6 Y9 E5 o# X; H - animtime 08 `+ f4 E) ~( X$ z
- bonename "Bip01 Spine" - z5 i, Q6 W* _8 `1 Y- t
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 0 z `! E1 T. T
- alpha (0,0.5) (999,0.5) 6 ]# j3 n6 F% l$ T( Y8 ~
- randomstart false
4 C" v2 n5 F4 @, k+ c5 k, ^) C3 u - active true( H2 w, M& m. Z% [+ x
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
* v) u6 o2 }# n2 B# W - </control>
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4 S7 B. c; Y* V( C2 k; M: a- <control>
: E8 P6 H& |4 Y7 y% [6 a9 ~7 F - unitid 3- m0 u9 e2 y) d& u, H: s0 z# C
- active true
( ~* }2 ?- M. P Y* @$ r - startposition 0 0 04 @: A6 Y! b, A
- lifetime 0 1000
4 R; U$ W* p" ]& _; N - animtime 0
q3 E( c' o/ \# \3 U - bonename "Bip01 Spine" ( Z% l: `0 n) r T6 [# X/ N
- scale (0,0.5,0.5,0.5) (999,0,0,0) * f E% d; T. ^
- alpha (0,0.5) (999,0.5) ; B; r3 D! n+ ^' _- h
- randomstart false4 C8 W- @! F0 k# e2 |+ J S, \$ v- d
- active true
3 j/ `# a Q8 B9 K - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
: b, P2 s4 j/ L! a7 U1 A6 N- V1 O" N - </control>
+ T3 Z3 w9 F8 z; z* @' w% X; r - 4 S/ u, Y" \& L9 M) H
- <control>
x6 p$ I! U. S: f - unitid 4, s9 z V- c- o: X _5 Q9 O
- active true6 b) y7 F; P# M- V1 ]- @! {
- startposition 0 0 01 f8 Z9 ?3 |! K. e# ]& a) j1 {8 N
- lifetime 0 1000
0 u" E/ \8 _, j - animtime 0
; {7 d4 O% w# _" P - bonename "Bip01 Spine" 6 I3 j: |. j/ ^& J& K: i
- scale (0,0.5,0.5,0.5) (999,0,0,0) & U+ a& f |; K9 L; Z
- alpha (0,0.5) (999,0.5) h/ N% L3 k! T2 O, P: l$ \5 R
- randomstart false
, t& S# K; a2 u/ a1 j+ c$ m - active true2 n1 o1 G4 X& ]% f$ n4 M" S
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0/ O8 k8 W' r; S/ L7 X+ p. `' Y
- </control>
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1 h J, {5 @2 m. O8 I- K+ Z- <control>& x( j; O; f( p. v, c' u
- unitid 5
2 B4 [% T: _+ k: l' }# _, E3 q( Z - active true2 i6 Y# }! ], Z) C2 i$ C
- startposition 0 0 0
8 ]/ B- n# x) m9 J! Y - lifetime 0 1000
% ]- l9 @: u0 A1 e& V* N - animtime 14 B/ }. v* A8 f+ [5 ~
- bonename "Bip01 Spine" * v. j2 a& C# j% Y9 f
- randomstart false& D3 P8 t9 i6 D/ {/ y9 r
- active true
n7 C4 ^! `6 K3 ?5 i/ j% i4 d - </control>0 Y. ?. G$ _ z/ X: t# m# P/ @
- : t+ R) b% ]* u8 O
- </scene>6 _4 a8 U6 _6 |6 Q, c7 F! a& g6 P
9 _3 Q* ]& E2 ]; h* T: m# b- </effect>
复制代码
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特效.zip
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