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图片可以任意修改替换为别的图片
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4 x6 G$ {- `( N( d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.02
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! ?* h! Q" \+ X2 u7 b1 y: r" i- <cate> 1
& v: |( X; ?5 c. k4 l0 G3 s0 T - <effectdata> 0- S' _4 r0 \' m5 q( x7 ~2 Q2 Y: d
- name sp_yellow_hand9 X, `6 J! j8 b
- unittype sprite3 o$ n4 p/ h) ?& |* H$ C, W
- billboardtype camera) A( B8 J! F0 N7 g5 Z7 N& x3 }' ~
- tailstep 20 0 0.1 600 false+ U2 r/ z9 Y: |: g
- size 1.000000' k; C: k6 u* Q0 W
- backprint false
1 A" T. d: K) b - disort false9 a5 L* P; O1 L4 ]$ z
- texturefile Effect\monster\longch.dds
! |7 ?. N, M/ B2 c% n8 Z4 U - texturepack : n* R9 t4 F) T0 T+ P2 Q
- blendtype add
. b+ k% r* ~. S$ _6 ]5 s3 c - textureloop increase5 o2 K; ?; ^5 o, \
- texanimtime 0
; Q+ B, E2 O5 A' ~' v( ~6 `- ]7 k - </effectdata>
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- <cate> 7$ w! H0 z" H, x; c/ v9 [
- <effectdata> 0
J, ^( V1 G; g* _0 ?* ? - name pt_yellow_short_light_02. t5 f% L' I2 s+ B6 n
- unittype particle
+ p" Y! u" o6 t8 D) ^: Z - billboardtype camera
4 ^1 Q, M3 s) f4 ?* c! Q - tailstep 0 0 0 0 true! _; v- s! u' ?+ d& H
- size 2.000000
! i$ ]) y+ U+ U4 K$ C- Q - texturefile Effect\monster\light01_orange#.dds
" l8 a* C7 e& @+ ^" w" v. @ - texturepack ) p2 x7 g$ E: _; p$ M5 s$ l
- blendtype add
I% Q+ |3 A: o, g7 I2 E - textureloop increase* P- R3 w' p1 M4 Y1 X. O% u
- texanimtime 02 u$ D/ n1 K$ k' V$ h! y' I
- leaftype sprite
1 q" E" v% \0 q3 O - activestate exploderange
6 f6 U+ _4 S) r+ E; V& M - lifetime 200 200
0 ^& x/ _$ ] Y- A( C - emitrate 30- b2 \) J) N0 j0 Q9 P+ E( T4 o/ i
- maxelementcount 10
: p: X4 ?: `% B3 X$ e1 A - addrotate 607 a/ O2 ^1 d5 R% [
- velocity 0 0 }5 n7 y2 x' x; H8 G$ f
- acceleration 0.000000) t) U1 w1 X* T
- spawndirection 0 0 0
4 d) ~+ b* \! m+ i# d- _# D - gravity 0 0 0
8 m7 j W( n! p4 N1 B - colorrange 0.000000; o- w' x" o y' p
- startrange 0 0.5: Y5 o7 x' ]; P* y
- endposition 0 0 0% A" ^2 z' q: l; W) a6 B/ W) H; h5 x$ I8 \
- particlesize 0.5 11 u$ K9 S. T+ ?) s
- followdirection false
7 R- l! X: X# t) f - spawndirabs true7 `" `- c" S, |% |9 Z( Z l
- trianglerender false
" p- s8 Z6 F, Y6 @+ k - </effectdata> _- B7 c" a4 w4 D" l
- 2 ~7 c( z0 f# p1 a$ F9 H
- <cate> 3
/ x& p, U7 M, _/ ~9 T7 G+ c: z \8 X - <effectdata> 0
$ B t& y% d: }% v - name mh_EFFECT_EMBLEM_DRAGON
! R, n! R: } p. Z - unittype mesh
) G* n' o0 c8 @/ M; s8 _; r/ y - billboardtype camera3 q6 Q% _0 c: r7 M7 U# }
- tailstep 0 0 0 0 false, f- p! _2 N t8 y. I# @6 O
- size 1.000000
8 _) f; r. E7 T Q7 \! @' j7 z6 T - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack h* ?8 W3 ~) T+ i+ `- e; Q3 D5 }& N
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
8 B! f1 G2 R! v. N, s - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim9 _, K6 k' z/ a, Q- K+ H+ J
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
& H0 y. z9 U. Z - animlength 0 G2 X/ @( u! x& Y o7 E o
- twoside true: e, `) [$ I' T( C# P1 W
- mesh_status 0 0.000000 0.000000 ""$ T# T0 ?4 u7 r: o6 J9 w7 `
- </effectdata>
复制代码 & w7 r% t& b7 F3 d$ t
6 J' r2 Y1 F a! N5 Oeffectscene.02+ e* _8 l P& F& x5 B0 y9 }
5 b3 o% y: ?! H' k; O3 Y- <cate> 5 game
4 q" `7 V: }; H* q8 V - # ######## EFFECT_EMBLEM_DRAGON ######### #
6 U/ d0 |% [) G' }# K8 q - <effect>+ ?" j4 c$ _ N# G! N3 m$ U7 n( m
- id 1181& D, W0 {4 s8 k) S( ]4 y1 y3 s
- name EFFECT_EMBLEM_DRAGON% n- y. }- s8 C. g& G* `, y
- culldist 2475082071472936200000000000000000.00. o& Z) l& Y9 a& y" c; i8 h
- <list>' B, T: B8 O( D- g9 M9 ~. V
- res 1 sp_yellow_hand
4 T8 {" ?8 \, S7 H5 D* p, v. [8 | - res 2 sp_yellow_hand
% K8 a2 W8 x) I+ v - res 3 pt_yellow_short_light_02
6 R1 K2 L+ O6 ]; Y9 q8 `) ? - res 4 pt_yellow_short_light_02
0 d3 v" N0 y' ]# S- G% |0 U* A. @ - res 5 mh_EFFECT_EMBLEM_DRAGON' l6 D) E' m" a2 ^
- </list>8 P8 j. u8 N1 r7 r: t
- <scene>. W& n2 H% v' o0 P& v
- sceneid 1
) y, ?) ~. N- _ - name 1# @- C' m) D9 i: ~# w, Y: B$ g1 K* s
- <control>
" K; m9 ^/ H5 b# F* `8 s - unitid 1
6 ~ b2 |1 }# E! W - active true
. c. k' F+ |- B; b/ l2 {. g6 w- ^5 p" Z7 Y - startposition 0 0 0
q+ r$ I/ u2 D4 A - lifetime 0 10005 Q9 w0 v0 j# d
- animtime 06 z: {/ ]" i- y F# {% \; K
- bonename "Bip01 Spine" + l* G0 h- {2 S3 B# f
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) + W' ]) C3 O0 K' ~/ h
- alpha (0,0.5) (999,0.5)
4 {. Z, c% u0 _$ J - randomstart false H1 }8 M: Z/ N7 C9 R6 ^, e. V
- active true* _( H; s, d5 b, x
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 09 r4 ]/ p6 Y) Q- C$ Y& {
- </control>
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- <control>
# x2 j; q7 |% Q9 L; D0 }$ S2 [ ? - unitid 25 q# h) P! w8 ]8 P7 M
- active true
! r8 \, s% t* J - startposition 0 0 0
# a" q7 K4 L1 U2 p% j - lifetime 0 1000) G! ~ K& a9 X) d& B! t1 s
- animtime 06 x( p x& a: Y3 B5 y5 R
- bonename "Bip01 Spine"
, E" v6 z# I' H5 v. [1 F - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
8 o3 x- Y) i* U& o+ V - alpha (0,0.5) (999,0.5) & S; `0 G1 _+ n% q$ }
- randomstart false$ }8 q- F$ L" c9 K/ e) `% K# K
- active true
- F- _6 [7 Y( |! U - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
. I7 |8 O$ E2 {4 L - </control>
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( X2 s- ?5 W3 {) b" S- <control>( M0 ?& {! ~ B# M& y
- unitid 3+ P4 ~. K7 d& L" e/ o1 S) Y
- active true; |" x a3 ?( u5 A6 H
- startposition 0 0 0( c5 u, x) R3 E5 d( H4 z
- lifetime 0 1000
, X; l8 x/ \, B. G% U2 n - animtime 04 _5 q9 q- j2 O1 H* `
- bonename "Bip01 Spine"
! g' T/ c. \$ c& @ - scale (0,0.5,0.5,0.5) (999,0,0,0) & Z( o/ O6 E0 t* B3 X- O w1 V
- alpha (0,0.5) (999,0.5)
* x. N3 R, H' U# X& X - randomstart false
+ Y! z' i" D% K - active true9 A/ w% x, B% q1 J* [
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 06 {8 z8 T) D: ^5 a( S$ p5 s
- </control>) w8 i/ l2 G/ t% I
2 o l3 ^9 D& h2 n: A- <control>
; B9 G" d7 g9 I/ @ - unitid 4
" d. E$ F) n5 Z+ X* X - active true7 a! ]4 F0 B& U! t% _
- startposition 0 0 0
6 E' {' X2 z# Z6 I( r/ _ - lifetime 0 1000
2 r. v* ^" d# g - animtime 0
1 j: b8 F5 b" |; G, {& R7 X8 ?8 V - bonename "Bip01 Spine" . [% F6 v% N5 o- i: C
- scale (0,0.5,0.5,0.5) (999,0,0,0) - F2 B5 V, b7 r9 y$ w
- alpha (0,0.5) (999,0.5)
: M' @. n q, s5 h- N7 ^1 Q6 \: ? - randomstart false
5 l7 T0 h& k6 e - active true% l5 F, e- w* e6 h8 o( b8 U
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 07 P( R" h/ y4 u y1 c
- </control>9 A# K ?# _1 [' x# w! S! ` z: J
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- <control>( R% q* }: p. d+ r
- unitid 5
4 g1 D' V% r5 ~- H. `2 D! ~+ x! I1 \ - active true
& Q: N( z. D3 M5 L - startposition 0 0 0* b1 ]: C$ ?2 H0 ~7 e
- lifetime 0 1000. x B' B7 f. }, a
- animtime 1# s6 A. f. B/ G9 {" ?! `8 n' X N
- bonename "Bip01 Spine" $ J$ s) J& x. H* h2 m2 m9 Q
- randomstart false @, z8 N9 r; C$ j7 U c6 B
- active true
]5 k B4 R7 `2 a - </control>" G" N% g1 C+ Q8 \! t: J' d
" C0 H* [; Y- b2 q- </scene>- y A: ]1 u) p9 U: t
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- </effect>
复制代码 # q4 Z# v& h7 m. E- u6 _7 o! U
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特效.zip
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