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图片可以任意修改替换为别的图片 ( m* _0 g" w$ [# ~ p) T
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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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7 P; V" s& R2 reffectdata.024 m2 }' u9 i8 V) J3 _8 L1 _& Q
( A4 l# W) M% R" J# b) s- <cate> 1
; u: b) b! @- v' H9 r - <effectdata> 0! A; }3 O/ ^ I( x6 b
- name sp_yellow_hand9 d; w# P& Y( [, y5 L8 e
- unittype sprite; X, T. F' F8 Q& r
- billboardtype camera% `) b( K8 z4 [1 K# {5 ^1 q
- tailstep 20 0 0.1 600 false
# w9 t @2 I3 }0 }7 ^& ~, X - size 1.000000
* Q6 A L9 _3 l9 ^/ ] - backprint false4 m r+ M; f+ w7 O- z/ L
- disort false
+ v9 y4 f# P8 U3 o - texturefile Effect\monster\longch.dds9 F0 T6 h- D( z: a% ^9 w U
- texturepack
0 ]( l2 e9 O- x! ^* [* T - blendtype add
2 z- ~4 M+ T# N9 x6 L% F( j - textureloop increase" C$ g& v# B0 H
- texanimtime 0
3 {% }- ]& F4 l( |' C+ `% G - </effectdata>, w! g, S- I8 f" W2 \1 C8 y
. j, u' y# |8 j+ v- <cate> 7' K# {* M$ z. p7 ~
- <effectdata> 0
! S, j, U4 }( L8 g3 W - name pt_yellow_short_light_02! l# w" |# c5 E- U- [$ r' x
- unittype particle
- r, j: V- e, M% X+ n - billboardtype camera
4 q0 ?6 E ^( Q- ?; \- K. y - tailstep 0 0 0 0 true
0 |2 v! p* ~8 G+ K3 s5 {. k5 ^ - size 2.0000004 X) i( I+ {$ k M4 s
- texturefile Effect\monster\light01_orange#.dds/ M" z0 P# T4 {! g- h7 S
- texturepack 6 C5 b8 S) K7 v( Q. N0 R0 P! X
- blendtype add
. s2 A% \, ~. @8 b; K" F - textureloop increase
" V8 G I5 e' c - texanimtime 0
% e$ ?2 r7 f- Q; w0 U - leaftype sprite0 w& r( }4 F+ A" J8 }2 ~$ A
- activestate exploderange1 R. j9 e2 q& z. M+ n2 r% V
- lifetime 200 200
$ I2 d. f8 N J" x) @! I - emitrate 30+ Y9 K" v$ E7 x: |
- maxelementcount 10
+ |& o8 \6 J3 A- S: |- D# ` - addrotate 60/ L% k) v. ?7 s; N- t w( ]% G
- velocity 0 0
$ H( M4 O& U! z. i, ~; | - acceleration 0.000000
0 d% L/ E8 C' d3 X7 Q } - spawndirection 0 0 0- j7 r; V1 _ g' |! v" n
- gravity 0 0 0- R# J" n7 m9 y; i
- colorrange 0.000000/ P7 o4 w4 @" M+ S' s) L
- startrange 0 0.5
5 w) R% \* U- Z8 b2 ?1 q - endposition 0 0 0
% {' Q8 i' }8 ~" N7 b3 u9 I) O - particlesize 0.5 1
" Y# R5 f1 K& _' w% @ - followdirection false
6 H2 L6 V: `; x* P. F3 Y - spawndirabs true
' \$ ~- U/ h7 X1 B/ U- Q - trianglerender false
9 }0 @/ ?2 S8 L3 X6 k$ [* C - </effectdata>- G7 E" @: G4 p( w9 P
5 f! J9 @( u# n4 N- <cate> 37 I1 A+ L$ q1 |! Q- z P( A
- <effectdata> 0
1 R' @3 _9 G9 C% t+ }9 t - name mh_EFFECT_EMBLEM_DRAGON
/ d' Z% l$ V) G! R. t J0 | K4 q - unittype mesh& k1 M# t, v3 Q) i, i
- billboardtype camera8 S3 p: W. \9 v5 n; x
- tailstep 0 0 0 0 false* S# l, L6 H' |9 I. Z$ B$ x
- size 1.000000, e; `9 J$ l" Q" E% Y9 d
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack6 y& U. _. D' k
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh0 @3 n0 ]% f9 K; l1 w+ p5 \% m5 J
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
# E1 E& o5 A- D# E* _8 Y% B ?/ Y - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel/ h4 L" S7 O6 X3 E) d
- animlength 0* O( Z7 {& M# u5 R6 t
- twoside true8 n6 Z9 V$ _. J: A; `" t! c; {. [% }
- mesh_status 0 0.000000 0.000000 ""
! Y2 y5 J7 ^8 Q$ M+ F - </effectdata>
复制代码
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9 Y; b2 G' U$ ^8 l2 q/ X. veffectscene.029 S" d8 o2 A6 S" ]) |4 [( A! x
3 F* q+ u( s$ N6 {4 z# W- <cate> 5 game) W$ s; D4 d* g1 ~
- # ######## EFFECT_EMBLEM_DRAGON ######### #7 ~1 g8 _% X7 {
- <effect>) |5 S0 t- M9 z0 B. B& u+ d
- id 1181% b. ? W7 O ]
- name EFFECT_EMBLEM_DRAGON
: h- z$ n& {' @" U% c+ W: ]& Q1 p - culldist 2475082071472936200000000000000000.00" X) C, m" ^" w& W& s5 \1 ^
- <list>
6 ^+ ]/ a; m! A+ t - res 1 sp_yellow_hand' d! |0 \) h, R: V* l$ ^/ P$ K0 r
- res 2 sp_yellow_hand
: E$ o9 I2 u+ r+ P( E, i/ J& C) \ - res 3 pt_yellow_short_light_02
' K1 f6 h* P0 d" H - res 4 pt_yellow_short_light_02
, g& `2 W) `3 ]/ ~" S - res 5 mh_EFFECT_EMBLEM_DRAGON) e. d0 |) ?7 j4 m
- </list>
- b! j$ Y6 g7 S& E* a. V - <scene> ^1 G! G: ^+ Y
- sceneid 17 O* K; [2 I! S/ J; {1 Z2 L/ u- G
- name 14 ~& f* m3 I( I/ k+ Q$ Y. M
- <control>
3 C4 K/ h% E) n) W9 K - unitid 1; p4 J4 |; o* O4 ^
- active true0 h5 O4 I7 }! z8 R+ w: G0 Z
- startposition 0 0 0
# m4 Y4 B3 \5 f5 y - lifetime 0 1000
( {1 d% Q9 t9 \5 _; w- B8 p - animtime 09 J6 a/ b& K) r* c3 l) `" u; r
- bonename "Bip01 Spine"
& a* K) t4 e t7 S - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
! _) u# I" w5 D - alpha (0,0.5) (999,0.5) + y' S$ g+ J) ~6 o( O
- randomstart false6 t) l( B8 y, B4 v9 @" k
- active true
- n- o, U3 h7 } - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0; s4 |8 t2 f F( B$ o# b9 M
- </control>9 { \0 \5 ~7 e- e
! C7 n" n( O( ?: \: B& z# G% _- <control>+ t" y& ~7 i# y1 x) D
- unitid 2
/ c/ z; l* Y2 F: \. e. D# W$ a k - active true- A/ K& t- _8 g
- startposition 0 0 0
- W7 x3 Q& X# t% K& l8 C& L - lifetime 0 10006 M9 |$ @5 o* L3 y. G( `9 c
- animtime 0
! \8 N$ K' `0 W( r) v# B - bonename "Bip01 Spine" ) V9 A9 X5 n% K5 Q3 m/ h; p, O
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) . s0 h" l! q3 i3 B3 ?; V: X
- alpha (0,0.5) (999,0.5)
% i3 N. \0 t$ K - randomstart false9 i1 N3 Y% n" I. H$ P
- active true
; p4 D( {6 I5 o. a; G+ z a - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
& ]) H* K2 t+ }# Z$ ?6 p2 t - </control>
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6 D0 x6 p+ L9 Y, i- <control>9 t- c! E |# U7 D' _' B7 L
- unitid 3
7 v% o; A# U6 u2 e9 d - active true% s5 y; F) D; x7 Z) R
- startposition 0 0 0
( t+ C7 R: O s" w - lifetime 0 1000! \& {8 ^' l9 }2 s& A
- animtime 0
; M3 n0 h- ?5 i* b - bonename "Bip01 Spine"
8 W- z: Y6 g( v* B; Q5 U - scale (0,0.5,0.5,0.5) (999,0,0,0)
, @" z3 p: {1 ?7 O1 w5 } - alpha (0,0.5) (999,0.5) : W- B0 N1 i4 T# p# q; L
- randomstart false
/ ?- l% G1 Q1 O8 L$ G1 t# ^ - active true R% n4 |) X K4 a
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
2 j/ V1 I% }! u' _- V5 e - </control>
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* ]2 |& G6 T" \- <control>5 L1 l, i6 C k2 y6 O
- unitid 4! M8 p8 I; h: G) a$ P
- active true
9 I1 }& ~" i4 Q* Q - startposition 0 0 0
# u/ I* g) F' n7 P - lifetime 0 1000! j! n. T: }% A( x$ `
- animtime 0
! ~- s1 S5 M3 k# ?' p3 c3 e8 ] - bonename "Bip01 Spine" $ v6 R* E( L$ g' L4 B* d- _6 n
- scale (0,0.5,0.5,0.5) (999,0,0,0) / [4 \) t3 L5 p% r8 H, y& p1 w
- alpha (0,0.5) (999,0.5)
$ e2 U7 C6 F' W* u4 c - randomstart false$ j6 [2 p2 r, L
- active true3 `6 ~! E# \3 Q- J' z
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
6 l) U G9 I5 V; X - </control>
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$ N r5 ]2 D& _8 E6 Z) n9 x' |- <control>& S6 z! t; u+ F5 l( z- V$ N" G/ _( @
- unitid 5" N2 s& n, u) g4 ]7 }4 F' k {
- active true y/ A9 q3 }/ {, I& o' w: E
- startposition 0 0 0
) _! |7 b: u' j' N% G( x - lifetime 0 1000% K# R4 e2 P7 `5 _/ M, R
- animtime 1
$ S2 b0 z W9 ?9 K - bonename "Bip01 Spine"
' m) a x2 F6 H; F8 s) q3 G$ o* { - randomstart false
2 i2 [+ _$ |* W1 h - active true
. |5 u. m \7 b$ u% U# e9 g - </control>
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- </scene>7 R) B" Z/ ]5 G E& p- j
- . N/ x( f( Y1 y; i P
- </effect>
复制代码 ) C9 J6 A& @7 q* F: z# Z: m; Y
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特效.zip
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