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& W+ j! \& n1 e% F2 a图片可以任意修改替换为别的图片 , U3 ~5 O& u, M+ C) `( k
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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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9 c* U/ g& C# B' L% p9 O. ?7 ?effectdata.026 p; e1 K1 m( B) g
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- <cate> 15 `$ ~ k K# k- }
- <effectdata> 0( N+ Y: }% @* V$ P0 F0 z
- name sp_yellow_hand" e k5 F0 B6 E) ?1 @
- unittype sprite% R* v/ t. \: v ~8 J
- billboardtype camera
' D: [" z4 y+ k - tailstep 20 0 0.1 600 false- T4 z3 h" Z3 ^6 e( _0 }/ H: B0 h6 g6 k
- size 1.000000# ?4 C9 Z3 d0 ]2 N" l3 C. C
- backprint false1 m& t9 R: A! ]" [/ T/ f) P
- disort false
5 z. a7 b+ b! E- o. N. ]- L( U - texturefile Effect\monster\longch.dds
( X" S: G" Y% y. ? - texturepack 7 g' ^7 a. e+ X' W3 ?# B
- blendtype add
! v& m) B" [2 [5 B9 ^- w - textureloop increase
5 V/ R( K& {9 ?5 ~5 f: t4 { - texanimtime 0
0 i H2 K: ^3 X% f, F - </effectdata>. l, u# [1 W. v9 g, n# V
$ p' T8 B K5 V# N2 V) j. I- <cate> 7& y f! O" F3 i# v
- <effectdata> 0
6 N- k4 d$ \8 P/ v) @2 l7 j4 _: g - name pt_yellow_short_light_02 g# D$ G1 ]% h
- unittype particle' C9 Z2 b$ F1 I4 A# D. f
- billboardtype camera
, t2 l) z( b( z! d& M8 c; Z* L - tailstep 0 0 0 0 true T% j% S# }2 G% d8 V
- size 2.000000
, \2 l! A- j9 C8 J8 F - texturefile Effect\monster\light01_orange#.dds
+ A5 [. v# L# u- B+ Q5 { - texturepack 8 u% W" q- ^# a3 }
- blendtype add' F0 d7 W( B. \2 k
- textureloop increase( ` k3 \* D# q+ m5 |4 k
- texanimtime 0
5 H! o* X+ @. d9 o - leaftype sprite- w6 [: h* `) ^2 A% K+ s7 A
- activestate exploderange
; T' y+ @+ b% O W+ P - lifetime 200 200
/ s$ P9 e0 r+ e+ E6 o" f& ` - emitrate 304 n) {* X3 H& B* H# `3 t: C0 E. I
- maxelementcount 10
^- O% i! L$ _! e8 o - addrotate 60
g I S2 ? l" M/ m1 { - velocity 0 0
$ \* r; D$ f8 N4 M - acceleration 0.000000) k% `, x; A a0 I- {9 r5 T0 `$ m
- spawndirection 0 0 0& c/ S0 n3 W3 D3 U ?. e
- gravity 0 0 0
" o- T( J: W9 w: C1 @ - colorrange 0.000000
) Z$ O3 Y- L- L/ a- i - startrange 0 0.5
! b6 j* z _& r+ \9 \* H) O2 ` - endposition 0 0 0, k0 }- X7 T& ]; ]
- particlesize 0.5 1
3 P' M, c8 ?4 K K9 W9 c* Z' U - followdirection false
3 `' N+ C+ Y' [1 U0 |% E7 f - spawndirabs true/ O1 d X, b4 y+ T' d; ^
- trianglerender false! U3 W, z& C9 H
- </effectdata>
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; v" k" [* N: N3 r3 O0 ?) d# S- <cate> 3
& T' L6 z+ M/ k( V2 Z" ^6 u* l - <effectdata> 02 b+ g: z) E% p9 G+ I+ ?0 e8 I" D/ D
- name mh_EFFECT_EMBLEM_DRAGON) h3 ~: `9 Z, Z
- unittype mesh( F- H7 S# q) C1 d# A% |' b
- billboardtype camera) E X. Z4 Z; t9 p1 m4 X0 f1 K
- tailstep 0 0 0 0 false& ?9 F5 U* j$ ]% C
- size 1.000000' Q. R! T0 z; E. p1 i% ~4 b
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack' P0 D# c b+ I" z$ A4 [$ [2 D8 \
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh; W% l$ A4 {+ r. [( p, L
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim. f' h: W( j" p9 b
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
+ V0 |8 G5 Z" g2 [0 O6 Y( y. Z - animlength 0+ D4 _: ^! t9 [/ Z, }+ m0 g1 s" x( X
- twoside true
7 d* r3 N+ @, _ x4 y5 \5 q - mesh_status 0 0.000000 0.000000 ""
0 ^2 X: B! @# Y - </effectdata>
复制代码 0 h6 j; G9 w3 M2 M/ s2 j* J
" O8 f; G t- |effectscene.02) D& a/ T, X/ t- s& c0 W
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- # ######## EFFECT_EMBLEM_DRAGON ######### #; \6 m5 n; l. l. [
- <effect>: S1 |, K, |& ?' W; ^0 c4 F/ N( L
- id 1181
s8 J3 ~. l' A" _9 ~: ^' j, L - name EFFECT_EMBLEM_DRAGON7 h7 I/ F! G6 N* n) s
- culldist 2475082071472936200000000000000000.00! }, u/ O" k5 {$ [
- <list>! p1 ~: t' W) G5 I1 q3 G+ W: u
- res 1 sp_yellow_hand# }2 T2 S2 _4 X+ @; ~- g
- res 2 sp_yellow_hand8 w8 S; j2 X: i* r4 w. P
- res 3 pt_yellow_short_light_02
& u7 O- p- P* w& f! m/ J i - res 4 pt_yellow_short_light_02; i* k `& Q) X$ e% }
- res 5 mh_EFFECT_EMBLEM_DRAGON& e G( t, J% M' g
- </list>8 t4 \& }) I2 b: E% L
- <scene> \3 r5 m! _. K8 v; n5 N9 d
- sceneid 1
# U+ z2 T5 c2 k5 c4 S" E - name 15 [! K# S8 u( S
- <control>
) D% q0 h3 _/ H( w8 j - unitid 1+ V+ z8 c$ c6 i
- active true" p% j1 q/ N! O; O1 M
- startposition 0 0 0
d" Q& N! }+ j. k - lifetime 0 1000: C- h* |/ r+ H8 q* Q8 N& e
- animtime 0
3 S5 ]4 C' c/ A0 B. x& P. X - bonename "Bip01 Spine"
+ R4 J2 S. J9 f$ g/ r6 ^/ u - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) & ^; w$ N @, z9 w S ~+ w
- alpha (0,0.5) (999,0.5) 0 Q% F9 ^% X/ ]& A) p8 ^& A
- randomstart false# E4 V8 b. G4 S# Y. T2 M
- active true
5 {. h; n% Z5 u6 o# D3 q% E: j8 s - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
" f6 _2 s% I+ p5 m( j4 } - </control>4 ^- \6 j7 Y1 C2 P$ N \1 j0 S
- 9 }6 Y% {1 m) o. f% g
- <control>
3 h, h6 t% O/ w9 B- A) _ - unitid 2" Q+ E5 R( u4 ]
- active true
. a2 i3 J: P1 m! G2 S _ - startposition 0 0 00 h1 k* ]* C: p
- lifetime 0 1000
" ?0 A. k4 z' b7 E - animtime 0) z9 O5 O4 k) H+ S2 ]3 }& i4 x
- bonename "Bip01 Spine" $ D" T- K4 ~+ h5 x( g4 ~$ \/ z; u
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
- S2 i- Q3 _0 j5 Q9 B/ {1 K - alpha (0,0.5) (999,0.5)
1 t! Y5 g/ H5 S3 N( V - randomstart false' _9 Q* m$ f3 p: D8 ]
- active true( r' B% c$ \" i8 m" j2 p( H
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0% ?# A" l, z$ }5 d7 @ R# r6 }
- </control>" A" h8 |4 X! E) p4 x2 k
9 `5 r) t" P' L5 U3 I4 h5 r- <control>
+ t7 l3 O6 W' ~. V/ q - unitid 3. }- T# u+ d. ?8 | C. w9 u
- active true' L: p [" p1 M1 a" D
- startposition 0 0 0
$ ~; ^" Y1 d! _9 z - lifetime 0 1000- |8 S/ K. M. W8 G5 s' n
- animtime 0
( m/ P' P+ s+ _- w7 s5 l - bonename "Bip01 Spine"
" w- e5 n B4 ^% o8 k: T3 n3 j4 _4 | - scale (0,0.5,0.5,0.5) (999,0,0,0)
0 e" J" ^$ h: q - alpha (0,0.5) (999,0.5)
5 n" T9 B3 m! e3 M0 [ f# n2 T, j - randomstart false
* \6 I6 v2 G. U' D+ {; C, Q& n% r - active true$ H& {6 h' Z- q( {) l* l5 b! A( Y
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
: X5 Z* s6 j! F. v- K" H2 d6 P - </control>8 y4 _! c( u; v- f: H$ p
- $ w' {' O9 x% g1 c W/ H
- <control>
. G3 b0 d$ z1 I! J' L, d% b. f - unitid 4
; | K5 O" Q( z - active true. C; t f! i, e" y# ^
- startposition 0 0 04 K* U d* f7 N+ F1 P1 L9 D
- lifetime 0 1000+ b2 Z- P: W$ l/ J$ E3 ^8 m1 A
- animtime 0
1 d* {; [1 U6 ~% \* F2 F! S8 b - bonename "Bip01 Spine"
! t Q( {5 A, c/ w - scale (0,0.5,0.5,0.5) (999,0,0,0) ) \9 g5 _* ]" { ~+ f* }
- alpha (0,0.5) (999,0.5)
5 Z& t9 B0 A2 W - randomstart false
' c' o9 }5 C# ~% K- F - active true) Q* t; C" ^- Q; x& |) c
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
7 \2 J8 J# H) p - </control>
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0 w0 p, q P) M, ~2 B- <control>
: O) {: z1 ?- ~+ y% }+ C x, K - unitid 5! N0 J. F- d% c0 d. k
- active true4 E2 s9 ?9 X. l! H Z/ m
- startposition 0 0 0
G4 e; i# E2 d0 G, q! O$ e* u* t5 x$ G - lifetime 0 1000
. Z, B0 H+ H3 d" C3 b, _* J - animtime 1
9 ~3 B! B4 S j a - bonename "Bip01 Spine" % v3 k+ K3 W) l* D! p* X
- randomstart false
5 I- U/ p; t3 _9 Y5 ~% e+ ] - active true; Q) Y' C3 F. [6 b4 Z8 i& E% }
- </control>
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0 c* g3 J7 W/ y. M! G+ B2 K+ Y- </scene>2 w7 T2 ?/ h% q. f$ A. t
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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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