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% P: }+ _2 z/ a% T% s* D3 p图片可以任意修改替换为别的图片 $ z: o# f( ^ a# l& s% y
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* |* {) ? n1 k1 R% c* ?. W2 c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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$ z+ s5 Z* @4 X- }4 `" H; h* Ieffectdata.026 M+ \# |! L9 l% I1 G7 A/ o n0 H
, j/ s6 ?2 }' {, _, ]- ~4 c- <cate> 1
$ O2 S. y$ Z8 |/ Z$ F - <effectdata> 0
3 ~: T1 P3 B) b/ @: v6 K - name sp_yellow_hand: q) ]; F+ C4 d y8 F& G( |& B1 ]8 O
- unittype sprite
) E8 k) g5 ~) n5 x+ Y1 _ ]) k - billboardtype camera5 S" S$ f ]" v3 n# p
- tailstep 20 0 0.1 600 false" k4 e; b0 u! _0 |
- size 1.000000
7 @8 b9 \+ [# E - backprint false- i( |& F0 s' |& g& P4 r
- disort false# z5 s6 m y5 J# ~# y" d
- texturefile Effect\monster\longch.dds
! c |5 o+ V/ T- c - texturepack ' m8 h; d+ A v* r2 V6 _3 I
- blendtype add! \9 U; s/ [' m% S% N
- textureloop increase
8 Z0 R( a" j# V - texanimtime 07 B( d! u( b- J6 ]. ^$ n
- </effectdata>8 \* ^: p& e5 Q3 G$ Z& T
m0 b/ `5 s9 G& n: v- <cate> 7
3 N# H5 }, F, y - <effectdata> 0
1 x' h; y& G+ ~( w/ q - name pt_yellow_short_light_02: u* s; K% Q6 Z
- unittype particle* w* X* |% X; ~- p' A9 p# ]* |
- billboardtype camera
* |6 x A* M, _7 x3 m4 w - tailstep 0 0 0 0 true
# {. ~4 G+ E+ _5 o# ~* m - size 2.000000
, l6 e H7 v: A) p - texturefile Effect\monster\light01_orange#.dds4 A" I2 Q$ x+ U" w! M+ V9 C
- texturepack
8 J' r% v0 G' v, P& R. W- [7 H - blendtype add
& \+ D* s2 ~# ?/ T4 e - textureloop increase* _, F0 f: x9 P4 ~, |/ K( {
- texanimtime 0
& I2 }* W% {- {0 M7 X/ v8 N: s) z2 w - leaftype sprite
. T! ^+ a3 l2 [1 D% f4 s - activestate exploderange
5 r+ O8 Z+ ?( T/ X8 @/ N. @ - lifetime 200 200+ y0 B5 f7 d+ Q% M- y' r, u- S/ L
- emitrate 303 N8 D) N0 f+ C& @# M
- maxelementcount 10
6 v7 i# I/ l7 w3 P) n - addrotate 605 ~$ C# S! @8 J
- velocity 0 0; I' u3 y, }, _2 C; b8 L$ ]
- acceleration 0.000000. t" Z) q/ a: P
- spawndirection 0 0 07 r% O" D4 s; \8 ^. N1 i
- gravity 0 0 0
4 {1 |9 U0 Y6 T% K- {: z8 n- n - colorrange 0.000000
5 N, R8 p+ e: k7 q+ N+ T4 x - startrange 0 0.5
* _8 C6 x$ C) d0 E- a) L& C8 g - endposition 0 0 0+ M1 x, P9 v# N0 Z* x* j
- particlesize 0.5 10 o# A/ D1 T# u% t0 u
- followdirection false
8 x& {" x' ?* x5 V6 k7 k( s0 s! l - spawndirabs true
( r8 m. j, A$ H9 j- X - trianglerender false
3 J' U& I @+ ~2 p& v V z7 ]4 z - </effectdata>
% F4 p6 P6 w# k; s
2 @. W! b5 L1 K8 \2 R" Q2 ^- <cate> 3
: n! f2 f. ~8 n f4 @7 S - <effectdata> 0
1 {1 P+ B2 l3 C- `0 n! @ - name mh_EFFECT_EMBLEM_DRAGON0 r. M9 N; I* D
- unittype mesh
. u) u0 c8 A+ O5 C: ^1 m. M% a - billboardtype camera
7 N$ O' b* q# c8 o Z/ Z# d - tailstep 0 0 0 0 false
8 w5 T# a9 Y* Q; l* Q - size 1.000000# _9 P4 m/ b- {" E+ H
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack; _" S9 C# \4 ]. _0 V
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh% j( G8 _5 V! Y3 y2 |
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim1 m. I8 c! D) W/ b% c$ a
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
2 ~+ }7 a% l3 u1 Z8 Z - animlength 08 b" Y) Z+ ~3 W: Y7 X* G/ g6 Q
- twoside true
) H2 N( E! B! o g x' k3 B) [) b* ^ |& l - mesh_status 0 0.000000 0.000000 ""
" C- Q- J; p4 s3 F& \* G - </effectdata>
复制代码
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, d0 v; q& I! _2 m# reffectscene.02
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- <cate> 5 game
: s) k# I& ^4 C - # ######## EFFECT_EMBLEM_DRAGON ######### #$ g# u2 F+ n" g ]
- <effect>( }1 U% N' V' ?2 a
- id 11810 e( p; ? P$ M' S5 p1 f3 Y+ ]9 h
- name EFFECT_EMBLEM_DRAGON
6 ]8 I& l) Z5 r _( V2 l# b - culldist 2475082071472936200000000000000000.00" D- L1 w5 a' [' D* p/ c
- <list>, n0 h$ E3 z) w1 K/ y9 A
- res 1 sp_yellow_hand8 g8 x3 l6 B2 w' N9 Z
- res 2 sp_yellow_hand/ X, e6 X+ I* j
- res 3 pt_yellow_short_light_02/ c }4 `0 }6 F
- res 4 pt_yellow_short_light_02
: @9 H% B& p! |! h - res 5 mh_EFFECT_EMBLEM_DRAGON
0 o# {# }1 U( ^: E, H - </list>
|8 ]. s" E# _/ l - <scene>
+ p. n' p0 n2 {( ] - sceneid 1
% x5 l& T* C2 ~- F- y4 W - name 1
0 B/ l4 e0 R2 f6 E; Y+ B - <control>& M P5 I" ?: E% Q6 ?4 q
- unitid 13 ^5 x% t7 v/ i* G+ a7 `3 {
- active true
d7 E% `. Q8 e- G1 f - startposition 0 0 0
' V7 E/ Q3 V" r, x K - lifetime 0 1000
" ?2 o5 p! M5 A6 _6 e9 R3 [7 s - animtime 0$ G. J6 ~2 e7 e
- bonename "Bip01 Spine"
+ Z8 E: }8 n2 P; `: t g - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
, v0 D: m, V6 C - alpha (0,0.5) (999,0.5) 7 n0 F! @) S# C+ _5 r' K& I2 h6 Z
- randomstart false7 a. U I" }% j9 G3 h
- active true
0 U' M2 _+ d# ? - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
, ^- K9 N5 ]4 H; \' Y0 P- u. n - </control>
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- <control>) w. Z# e( ]5 S! S/ u+ p! A2 ~" ^
- unitid 2
6 n9 H8 ~! _ a0 A4 M - active true! L& ~5 M7 M4 ~) { A$ y
- startposition 0 0 0" o' v5 z$ T& A' k
- lifetime 0 1000! c6 h) A5 ~, r- \4 c# b
- animtime 0" {& z5 S+ }5 M
- bonename "Bip01 Spine" 6 n% ^) u' e% S0 ?$ o5 c0 t
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
9 h# a' n* g& k( V; u; z - alpha (0,0.5) (999,0.5) ; P2 r- Q* W L
- randomstart false1 q/ @* V1 E4 l, |
- active true
p# R! T1 U. `# Q+ p) q1 V5 d - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
' V! F* A: {' ~ - </control>6 v+ T% o1 }$ [ X1 p
' C9 N$ N, U! H# a4 M: G- <control>6 T8 c7 Y9 b7 {; j+ f
- unitid 3
( z* P$ c9 G; V" _1 \/ G. z2 T& g - active true# n, q) k5 S& x9 X- B
- startposition 0 0 0
/ D: S6 M: }# X/ x, D9 z- {! _% G - lifetime 0 1000: V1 R- g" b$ h3 u
- animtime 05 t# o7 ?" O: w
- bonename "Bip01 Spine"
6 W5 f/ I. O1 z* J - scale (0,0.5,0.5,0.5) (999,0,0,0) $ }2 s) ~1 ?- D
- alpha (0,0.5) (999,0.5) ( ^' i# K7 M2 i# q
- randomstart false
/ `4 H" f5 H' H, l1 e0 y - active true: J! S" o: ]" ?0 t! H# t
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
9 h9 |6 U& e% J' N' v7 W - </control>
& f( ?9 r1 ^0 L) m4 I1 ?9 p! q, t
; u/ u' M5 Q* x- <control>
# p2 u6 n) N8 g1 c/ S* `% L5 N - unitid 4
2 t1 P) x1 ]0 ? - active true. o( a# o8 A: F5 l' i, X% m
- startposition 0 0 0
/ k8 `! R K# H) T" [& L) |# Q- q - lifetime 0 10005 g4 m0 l# m4 _$ }
- animtime 0
4 L5 ]. Y" ?5 j- d7 O, b& M - bonename "Bip01 Spine"
$ ~& R+ L0 p( A4 A, O# ]* s5 I; s - scale (0,0.5,0.5,0.5) (999,0,0,0) % o9 a4 o3 ], W& g
- alpha (0,0.5) (999,0.5)
3 U) B( _& a$ u" y' n/ O" n$ L; C - randomstart false
; D- o/ E7 p( ]0 O3 J5 @' u - active true D9 U) k6 V3 o" ^8 Q0 ]
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 07 e. S9 V+ h( Y' r
- </control>
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& w( R1 U* L5 ]( x- <control>' K5 G f3 H4 E
- unitid 5
% X2 h8 {, {. J! `3 B - active true
% ]3 s1 D% k. V* f2 s8 ^7 a" H+ | - startposition 0 0 0
, t4 C4 t6 k& l+ Q0 z# G - lifetime 0 1000) T" ]$ G7 F( ~! v. w0 | r$ h$ L; I
- animtime 1
. x3 q8 g* {7 V( \+ e - bonename "Bip01 Spine"
/ t- j$ F8 e* S - randomstart false
. b& j p* k0 D: E6 A - active true
+ F$ a$ S- @6 A% f0 K: n. n - </control>
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- </scene>
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- </effect>
复制代码 : b3 p; i( W9 |2 v' \, [
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特效.zip
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