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. p* Q8 \6 Z8 l6 t6 h* d$ }5 {# ~图片可以任意修改替换为别的图片
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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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effectdata.02
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- <cate> 1
! c6 w4 |. J9 g" K' W' ?% g# y* g# [ - <effectdata> 0+ O1 ^0 K a8 R
- name sp_yellow_hand6 T) }& l8 L6 y; B
- unittype sprite5 K& y4 V1 B) c, S* N6 `" q# K
- billboardtype camera
7 ?& e: v/ B- U1 u9 Y6 B# l5 @ - tailstep 20 0 0.1 600 false4 t" E( Y8 x. t* E8 L2 t
- size 1.000000! H, i; {, Z7 F0 C5 r
- backprint false
- z- N" L: }. f9 Y+ n - disort false
$ e" f) F5 J2 C8 O. s - texturefile Effect\monster\longch.dds
( d, }5 W2 j W5 }5 Y5 Z! v; t; v - texturepack 6 S8 i: J+ P( m. a% d0 Q: q9 `/ U
- blendtype add& U5 T) e W$ F; |/ q
- textureloop increase% S6 [0 x( \9 i: _4 C
- texanimtime 0- v3 [& W1 U8 o6 l9 R! O# T
- </effectdata>- b! q: k/ g$ M# ?$ X
5 i3 |4 [* `* l7 a: g0 M- <cate> 7: R9 E+ X8 W R9 Y$ ]- I
- <effectdata> 0
6 A9 m, M' }" }" J: x. K - name pt_yellow_short_light_02
; \! t' M( W3 y" z7 B; k - unittype particle
5 ?& m) c9 f) S% d* P1 {& }8 x/ `2 b - billboardtype camera2 U4 m. J# s) K8 K
- tailstep 0 0 0 0 true
, x- T# V; e4 }. s( W, n' C: S - size 2.000000( v# X, |0 U( R% i# F" f4 @8 f( e
- texturefile Effect\monster\light01_orange#.dds
4 ^0 C4 e) } W# {* B9 Y' C - texturepack
' y: n. c2 s0 h3 V - blendtype add
- t( \5 `7 T8 M" N - textureloop increase& A; X9 B$ T) F+ K
- texanimtime 0+ e: w' u4 {) _$ d Y+ x5 J1 i' Q* d; ~
- leaftype sprite/ D% y/ ?# P7 m
- activestate exploderange% Q& d. N" _0 Q; Y
- lifetime 200 2009 z5 L3 Y, W" |. ~: c' R
- emitrate 308 K& J/ B# T6 }- |: J( N
- maxelementcount 10
3 V6 s+ O9 c" G; T4 X' I/ \6 {% P - addrotate 60" ]9 d( L( {" z' y( ?+ ^. B
- velocity 0 0) J% Z. I5 p+ p) T
- acceleration 0.000000
( g, r3 W- B. k& @; G - spawndirection 0 0 0
/ q5 F8 V# N& w: a5 V4 d, s/ c - gravity 0 0 0, b5 j, ~* n: v- \! |( {
- colorrange 0.000000
, O" F9 I6 `2 x, l( H - startrange 0 0.5! }- R. I! v6 o. d* P* e( u
- endposition 0 0 0( D! @6 v" l+ t' S
- particlesize 0.5 1
5 E8 ~, {: Y4 a# ?# } - followdirection false
! s% v5 ~/ M/ Q) g$ K - spawndirabs true& d& o0 d; v" r: M9 z# i, B
- trianglerender false5 d# O- U9 i; z8 Q
- </effectdata>
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5 y- j" W' }5 R0 t/ }: W [' P- <cate> 32 Z# B9 _ r- k/ O
- <effectdata> 0
3 R9 P8 ^/ D' `0 S - name mh_EFFECT_EMBLEM_DRAGON
& _4 }9 t( O& H6 k3 O( g/ K( e - unittype mesh
+ P" j2 P( s5 M4 }2 W) ?( h9 q - billboardtype camera
! X, E; x! H$ [ - tailstep 0 0 0 0 false+ j& d1 ~+ H9 a& k, L- r
- size 1.000000* q# }* A8 n+ ~* ~- Z
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack! X$ H( F3 m/ W# |8 v9 R# Z& }
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
, L. x0 w7 e, ^7 [4 Q4 H - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim, l2 S2 Q' V: [
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
o2 l; l; ^* I2 u - animlength 0- U J! |3 _2 v& K: ]" z
- twoside true$ }7 |, R6 n: _
- mesh_status 0 0.000000 0.000000 ""5 J4 I+ H0 R' _9 ~0 x; Y5 x8 w! F$ x
- </effectdata>
复制代码
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) J! R7 e7 C x- q5 heffectscene.02
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/ I$ }$ R" o2 c } - # ######## EFFECT_EMBLEM_DRAGON ######### #6 a% U8 e( L! C, f. L4 h
- <effect>
' Q* E! _4 w. }$ S - id 1181
6 w* |! @( e1 p |+ \, A8 T - name EFFECT_EMBLEM_DRAGON
: i3 z( x+ z/ O- s+ A - culldist 2475082071472936200000000000000000.00 F9 Q \6 ~5 j0 m A# J) x/ V! t
- <list>
: ^% \, {( W& @4 {& [ - res 1 sp_yellow_hand
( J, Q `. H9 i% D2 M1 w% a - res 2 sp_yellow_hand
3 E6 v3 x+ H* A Q - res 3 pt_yellow_short_light_027 V! ?/ G6 C) E
- res 4 pt_yellow_short_light_027 h; v$ U1 m* \8 c
- res 5 mh_EFFECT_EMBLEM_DRAGON9 g: e, S/ m! p4 N9 F3 z
- </list>
& V5 f) k f& T& a# }2 K2 d6 H/ N% e" J - <scene>- B4 _1 N- Y, Y+ R. Z
- sceneid 1
! a& z, ?9 d* ~% T - name 1
* o& J& L% r; w: N0 n - <control>
( d1 X( i$ K9 X0 \' t O$ `5 p% J - unitid 1
! p# b3 S! t( O2 `: ^ - active true6 V2 |6 j% O6 o* v/ Z
- startposition 0 0 01 R: U9 r/ D1 u7 @
- lifetime 0 1000
' a* \' I) U6 V! D; {: l - animtime 0* r+ Q; X/ X4 N9 N) K
- bonename "Bip01 Spine" / h0 W5 z: w8 r/ o
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) * v8 t7 K8 _2 ?
- alpha (0,0.5) (999,0.5) & u, ~% s8 C$ F! w* C; T
- randomstart false6 E1 z) u( k; `; z& g8 W/ G
- active true
7 n4 @$ F9 q% L9 H9 G9 w) C3 J - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0+ v- u& V6 X6 X7 W
- </control>
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Y- O! e4 E. A9 I# W1 o# ]- <control>* F- t/ T6 c8 q
- unitid 2
. P1 u/ G Z- Z2 G3 \8 W. v! Z) w - active true
& R; e( g9 A" i& d - startposition 0 0 0
4 u/ U: C# E$ u- l# y - lifetime 0 1000
4 }0 w. H/ L0 a8 I - animtime 06 c j' G3 U% {( V
- bonename "Bip01 Spine"
: x& \3 ~5 h# P) B, y. T' d9 y - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 4 L5 k1 P5 _1 `/ P+ n
- alpha (0,0.5) (999,0.5) 1 X3 V8 [$ H5 u- X4 e' r
- randomstart false
$ B9 Q* x+ i* M! u: | - active true9 P- I4 ~, I4 V& M/ D- o. ]8 c, m
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 07 v) |, q m* ^+ O I* X; N
- </control>
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4 Z6 D. w* |9 q: G a- <control>
* {# \" i. Y2 h" r+ z - unitid 3
2 u0 H$ l, s8 t. n1 v& g& s* r - active true# O" r4 r/ X; y, m: |
- startposition 0 0 0
e! {: U* K8 `5 B6 \4 ? - lifetime 0 10006 x: |+ x- [% i% Y9 ] ~$ q: O* C
- animtime 0
- k! T- e* Z# W - bonename "Bip01 Spine" 4 D+ s, ~! s5 o. I
- scale (0,0.5,0.5,0.5) (999,0,0,0) 4 n7 j3 F, x3 \* `- ~% m
- alpha (0,0.5) (999,0.5)
0 O" B+ ?$ i' A5 f - randomstart false
+ ~+ o- c, C" Q0 w$ a - active true
0 w3 }* ^/ `8 @* R/ Q0 v - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
# @7 Q3 b Q. G3 n7 ~ - </control>
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- <control>) n* P% X8 `6 a# _" j7 N* q
- unitid 4
" ~& y0 v4 g* R- Q' D - active true
) {6 ~7 @. z/ L' V) k - startposition 0 0 05 [1 k8 O' R6 R' j4 ~# {
- lifetime 0 1000: `2 Z& z% [# D" S- i
- animtime 0
( [/ a% e( K! X Z+ `4 A - bonename "Bip01 Spine" $ W7 ]8 O1 \/ }$ `- U! O/ E
- scale (0,0.5,0.5,0.5) (999,0,0,0) $ l8 k" N& w/ l7 @, d# ? H
- alpha (0,0.5) (999,0.5) ; J* I5 _) b/ `( m
- randomstart false) B7 R( U, }4 V5 q$ b/ b6 b
- active true
) o; V4 l9 `" F1 ? - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0$ h) N* N" X; G4 H( I1 X6 a1 g
- </control>
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: [" W2 o; O, U b+ z3 W7 d- <control>
, S& `" t$ i; q- E( d- J - unitid 5
; F) m H) Q! } - active true
, D! x( r1 N% t: L. P+ z - startposition 0 0 0
3 y$ e( W. f1 r" M7 v! c - lifetime 0 1000- p2 | M/ M1 o5 q
- animtime 1
7 @* j) @" R4 i9 T( E, m - bonename "Bip01 Spine"
0 C! [+ \3 ]* @/ B% f7 p - randomstart false
/ Y6 A8 W' @- K( h, h - active true
. _/ y) u/ |- C, H - </control>
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- </scene>
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- </effect>
复制代码 8 r0 ~) h3 Q# ^ K" Y8 k2 H
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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