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! A) S2 }8 p" x# O图片可以任意修改替换为别的图片 ) r; v$ }9 j& ]* I9 W6 `
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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% d9 R' w1 U" w/ L1 p9 W
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8 k0 L8 d( A% T5 x; A# {4 F1 keffectdata.027 [. D- B9 V# J) U* b+ x
" _' E7 @ S# `% O1 y1 x0 X- <cate> 1
" Q" [' {% }: Y3 L3 b - <effectdata> 03 F. A5 A# L$ e! z$ D
- name sp_yellow_hand
$ I+ o# {- o M9 n, }" d. M7 j8 I - unittype sprite% i1 M0 o/ D4 X, n7 @
- billboardtype camera9 O, c- c2 d5 g2 \8 U
- tailstep 20 0 0.1 600 false
4 r7 j$ G4 H% b/ \ - size 1.000000
6 f# N" t! m. J! O: n( h7 [ - backprint false" I* p/ t2 e5 [8 C! D
- disort false. h2 F: C( D2 f8 H p& G/ P, B7 R4 Y y
- texturefile Effect\monster\longch.dds+ H2 G% E) s' m% [6 r7 m& q, d
- texturepack
8 {9 ?! ^1 d4 i - blendtype add
4 T, J: i. M% l$ _" X3 }2 v* Z - textureloop increase
- A! ?/ p7 N' Y/ D+ P- f - texanimtime 0
; D- X% p2 J# A - </effectdata>
5 F9 W# Q; P6 I$ Y - 6 I0 `5 |/ K3 P+ O
- <cate> 7/ Z) l. U: @$ {6 c7 e) K
- <effectdata> 05 q, `9 N$ u) }2 r9 q
- name pt_yellow_short_light_02
9 D7 C' c5 V) y7 b/ d8 J - unittype particle$ A. h; u d5 M) K- I
- billboardtype camera" d: Z. F- g& ?4 V
- tailstep 0 0 0 0 true
( m9 l. z5 \) a4 {) s - size 2.000000
2 Z( F% s7 r$ p G, y - texturefile Effect\monster\light01_orange#.dds, v8 j2 D: c8 p) _7 Z( e
- texturepack
; C" }* u3 S! I+ h - blendtype add6 y5 @$ {7 F% ^3 Y- z# U# M
- textureloop increase
% N. @% p- ]/ c, u% ?( G - texanimtime 05 V$ D8 b. Z' `5 ?* f
- leaftype sprite
- s+ h) Q7 q2 ~9 t - activestate exploderange, A" g1 I, H9 J) i5 E! f& E
- lifetime 200 200: B/ q7 e7 Q6 V' C
- emitrate 30
, \6 w' V; Q, F; B3 z - maxelementcount 109 ` I& }* S4 C! L: \' L. ]
- addrotate 60& f7 G* S; C8 ], L: g5 J: N+ a
- velocity 0 0
( {) [/ B& w& y N. o - acceleration 0.000000
/ z/ Z; j1 m# ~+ X$ P - spawndirection 0 0 06 l! E9 p. p+ x9 P) t4 |
- gravity 0 0 0
. q& I; h8 }6 k& I) S. ` - colorrange 0.000000
1 \7 _# w! c5 p% |* r - startrange 0 0.54 }- M' P0 V E( [
- endposition 0 0 0
1 N+ J6 `+ o: B0 Y - particlesize 0.5 1
, X$ q- w5 ]' m( S2 a9 D - followdirection false4 G/ H5 C* i m& W6 O' G' G7 a
- spawndirabs true8 |( w; y E! J4 p9 I) N
- trianglerender false
/ O3 b7 _2 e3 t: l( T+ n% e - </effectdata>
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- <cate> 3
/ y9 M. x( X( r. g; V; q" i# s8 e - <effectdata> 0. R' p1 _$ c( ^1 Z
- name mh_EFFECT_EMBLEM_DRAGON
# H: \1 [; D% N$ f% D: W8 E - unittype mesh
; O! j$ e S% H( p6 D7 `, O - billboardtype camera
- P' i+ j. l8 L! f- l6 B, b% r" m" z - tailstep 0 0 0 0 false9 q0 `# k; |4 o: @1 r1 _: H
- size 1.000000. x: {1 a5 c1 V" O* T
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
& x, S% e t& C& a( I - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
- V$ x# `; b6 v: a - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim4 C5 _7 I( T/ x, j& y
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel% h& M V" X- c- C
- animlength 0
' n# s, }) A; s. x2 @& p* l - twoside true
! w* ?' m4 v, a" @ - mesh_status 0 0.000000 0.000000 ""
! p9 |9 z& q0 g. o: d - </effectdata>
复制代码 $ A3 B) D, G/ ], B' c
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effectscene.02
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- <cate> 5 game$ T" l4 w$ C7 k9 U! F5 }9 l" `
- # ######## EFFECT_EMBLEM_DRAGON ######### #
7 J; C4 r" X' q5 W' z/ v8 P5 u& D# Y1 s - <effect>2 o% v' z- k6 @0 S
- id 1181
1 n2 v+ ?- u( Z: q: q) U - name EFFECT_EMBLEM_DRAGON
% F7 g2 z! D& z7 {5 W) O - culldist 2475082071472936200000000000000000.00
2 J C" Q' u$ e8 V, G3 W1 e, j - <list>- T- j+ e- q5 s
- res 1 sp_yellow_hand
8 M9 m2 t/ K* i4 H0 e! w: s7 _& L - res 2 sp_yellow_hand
" `0 m0 w* ]( Y4 U2 t2 z# u - res 3 pt_yellow_short_light_02' b0 @' u" b1 B0 B3 R! ?! K( s$ P
- res 4 pt_yellow_short_light_027 p8 \! b! S& ], E
- res 5 mh_EFFECT_EMBLEM_DRAGON* C. E7 I4 u$ E
- </list>
# {; p$ f* t. t/ h2 A - <scene>2 G3 P7 b2 F7 h% h" g
- sceneid 1
; l& G! L. }. X, t2 u - name 11 m$ H& }4 ~0 K' I3 X4 P
- <control>
2 i5 R$ h% a7 m& z+ H- I" q2 s - unitid 1
1 H/ F; N* i. f! J+ t - active true( u# O I: }' g/ f8 ~& s
- startposition 0 0 0- u+ i' E: h1 h& K0 B5 y
- lifetime 0 1000
2 ?1 |/ d3 J" b2 b. b" [! ] - animtime 00 k; n$ p2 X4 a# o
- bonename "Bip01 Spine"
2 ]/ m, F4 @( T# ]) ` - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 2 p$ y$ A3 y, p2 F& V9 v5 m9 C, ]
- alpha (0,0.5) (999,0.5)
2 i$ l) B2 b- c/ A/ l1 w7 t - randomstart false
3 v0 {- L7 J; _& } - active true) S) X( z8 f! D$ n$ _6 \# T, \
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0' x/ B2 Z! _. e# `; q( T- u9 {0 B: ]
- </control>1 @% L. k0 A$ j6 r7 F
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- <control>
+ s4 G+ s' `0 s' B8 E* i6 i - unitid 2
, [* d, Z8 O( G - active true
. D1 Y `3 h1 @( [ - startposition 0 0 0& `4 r [, C; F" V t
- lifetime 0 1000. V% u: |6 s2 K
- animtime 0
$ k3 Q( `- n4 Z" b5 h - bonename "Bip01 Spine" : O Q% `" \0 r5 ]- d1 y. l
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 1 k) X+ I; y4 i5 N D! y8 t
- alpha (0,0.5) (999,0.5)
- ^6 @& K# g1 R+ ^" c0 k - randomstart false9 Q# o5 i8 D7 k
- active true
; }$ X- y* _' x" _2 g- m - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
8 m7 S3 d' }6 E/ N - </control>
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& Z- R$ l. z2 _1 E0 ]3 b+ I- E- <control>( J* Y8 b/ L3 u, S4 L! j0 y
- unitid 3
/ [; w9 O" N$ W4 ` - active true* w) o$ v q+ P. z+ P1 N
- startposition 0 0 0+ f$ l/ h+ M+ t; x/ h, @
- lifetime 0 1000
* Q* h6 J- {" S% {2 z1 p! l - animtime 01 u3 X4 u$ G* J
- bonename "Bip01 Spine"
; q) S& x) `% `1 h- o! q% p - scale (0,0.5,0.5,0.5) (999,0,0,0)
* g9 P( M) Q2 X" l5 l. g2 | - alpha (0,0.5) (999,0.5)
7 Q' l2 @6 k3 ?9 v. k' W - randomstart false. \0 Y2 r6 ~- ~' [! [
- active true
5 p5 Y, R* @/ r9 K% D8 p! r# v" U - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0# ?% D4 c( m1 Q: F6 O# n' N1 f
- </control>
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. R4 z$ w/ W) {& o2 j- <control>
- k1 u& `2 v5 U# f8 W4 q1 h2 k - unitid 44 p3 i& J h8 j; |' X/ ]
- active true; ^8 v6 v$ H, ~- n0 L! h$ q
- startposition 0 0 0, U) M H, k( D6 ^$ m
- lifetime 0 1000
5 }9 |- m" c/ j% }) M - animtime 0
( R* U3 L+ j, E$ {. R# ? - bonename "Bip01 Spine"
; v8 A. C+ y* R! D4 o8 ^6 X - scale (0,0.5,0.5,0.5) (999,0,0,0)
: f& s* j3 M _& B8 f - alpha (0,0.5) (999,0.5) 7 k2 o& E- @7 ~' n$ M: G2 |
- randomstart false
7 L: W& \5 P. {) X: [8 J - active true' A5 ] k! o. C: @" P' s& `, K
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
% d+ q7 E5 E# }# y" @ - </control>. y8 ~: N" w% \' C" M" C+ J) k
( A7 E/ U7 ~$ p7 t- F+ b- F- <control>
4 z5 I& x- Y8 o - unitid 5
8 n$ ~3 A$ t: x6 d$ n - active true$ @( W4 |4 q, o& [* ~
- startposition 0 0 05 M2 P( V) h3 U. Y
- lifetime 0 1000 T6 d: y; O! `6 J }
- animtime 1
7 {3 E3 V7 L* W - bonename "Bip01 Spine" & N3 x7 D4 t1 G% X% s
- randomstart false' c g$ ^& |2 d* Y; U
- active true
1 b3 _- n' V o5 I6 u - </control>. {5 P7 H P3 Y4 r- f9 Q% O
# W/ p Z: L2 G+ g- </scene>
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1 Z- g! |6 w2 z$ s k9 C! S- </effect>
复制代码 & {6 y+ ]+ B# X2 x" _' T
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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