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; z0 W O( i2 j; {% \4 s$ K$ A+ g1 z% P图片可以任意修改替换为别的图片 * v% A. @+ H# s+ S9 _1 b2 J6 {
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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* ]; W9 d1 p) w
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, x9 w Q. u( s! W/ x' m3 Teffectdata.02) I t9 e9 ~9 \- E% g/ e3 g/ V
& D! _, K6 `$ S, J$ A# t- <cate> 1( d1 N+ j. Q3 j! l3 |
- <effectdata> 0; A& @6 G% p9 P! n) B
- name sp_yellow_hand
/ K% r3 U5 ^7 M7 k - unittype sprite
5 G4 d/ B$ r- S) f2 W7 o- N" v - billboardtype camera
X8 A3 {' s! a+ i3 f& S6 \: H - tailstep 20 0 0.1 600 false/ L; u: E) l$ i+ K
- size 1.000000
9 q" v1 Z" H) @8 ~+ P9 } - backprint false
, @ ^% O. x0 F% Q/ j8 r; r# x- C I - disort false- o; V; m1 q8 |" Q; Y2 P
- texturefile Effect\monster\longch.dds4 ~7 @( L) E0 `' Z( W
- texturepack
; ?$ }0 B6 n% j& v - blendtype add) r( u1 m1 g* X/ u _" |7 [- _
- textureloop increase! _6 c) V+ |) }* s& T
- texanimtime 0
+ P' b v2 Q- G3 j+ ? - </effectdata>. O9 c' c' x" N
1 Q2 A X# U$ I2 I) i; ^9 }- <cate> 7
& Q1 t6 J+ ?7 ]. K3 J* h - <effectdata> 04 n# L: X' |5 ^: s& B( A
- name pt_yellow_short_light_02
+ A1 g. c. Y7 i- x% O- }% j1 Q6 V - unittype particle7 [/ g- |" I. _% w) G( q
- billboardtype camera
( R) ?. z* ^5 ^3 ~0 E" e - tailstep 0 0 0 0 true
: i4 `0 D' l7 _8 H - size 2.0000009 u* d! Y3 P. r3 U1 r
- texturefile Effect\monster\light01_orange#.dds7 z& U9 r( M* O- C
- texturepack $ N+ Q* j; S. Q
- blendtype add
% }, @2 Q; K* Y. B9 {( ]- x+ D) s - textureloop increase' W. ~0 v# Y- p
- texanimtime 01 [9 Z3 v* z2 H# D& w% ?
- leaftype sprite
- h# f1 n4 B& {& _ - activestate exploderange
; b; q3 R3 j6 g T7 x, M' _$ { - lifetime 200 200$ h$ e& e+ \7 X% v1 p
- emitrate 308 e1 j/ ^. Y2 V3 L4 t# `3 c
- maxelementcount 10
, Y7 a# ]. S P - addrotate 60
) }! k& ^* O' @6 G8 W - velocity 0 0
7 }* k7 v3 K& {! e$ x5 {2 z7 W# H - acceleration 0.000000$ T2 ?" f8 G @2 l
- spawndirection 0 0 0( @' P) ~% G- W1 {
- gravity 0 0 0! v( u; b" f" ?1 U) c$ y4 u$ s. q% W d
- colorrange 0.000000
. h. B9 l7 y: Z( o( ~2 V5 s4 W% f( } - startrange 0 0.54 V3 @4 t+ V6 R4 d4 N
- endposition 0 0 0/ x* h6 o5 [5 P& Y: q7 b
- particlesize 0.5 1
) A6 ]4 C/ i) ~- X1 r - followdirection false
0 J2 \7 X5 h# ?, t6 k m# d+ d: \ - spawndirabs true3 a" y" |$ m/ B. b$ }2 Z7 g
- trianglerender false: N+ J6 Y# m0 Y$ D+ k( B
- </effectdata>/ F. S. ^8 _* z. k$ y: Y# G6 m
- % K) G7 S4 `- p4 W U0 h
- <cate> 3
, k4 ]5 |9 z% M; s& O) ^ - <effectdata> 0& c; _) w0 [) Z7 x! o0 w
- name mh_EFFECT_EMBLEM_DRAGON
* F4 z* s/ c! S, \! t }' ~ - unittype mesh, [2 {# Y: ]7 f( y. X) A
- billboardtype camera
" u* a) x% V% q2 y5 G w& r - tailstep 0 0 0 0 false
% k. a8 L, l" h4 p# S7 J - size 1.000000/ ]1 `8 S; M( E Q* G
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack6 C" A! N# T3 ^* X. G) U" @
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh$ C. Q' }% F; s) C8 T- E2 ?
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim7 z& m. n1 x7 W6 c6 `5 X
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
# e& C# @4 {/ @) _' ] - animlength 0 x! x" t4 F) R5 |9 G! k
- twoside true: H- S g4 f6 M/ y0 Z
- mesh_status 0 0.000000 0.000000 ""
/ @8 I1 J) I+ ~" g- E. q" h8 e9 Z - </effectdata>
复制代码
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effectscene.022 n: l, F6 J, Z8 a6 q
% K$ o% c9 x3 E4 L9 R- <cate> 5 game, [& E( w0 r% R8 A1 N; A, ~6 x
- # ######## EFFECT_EMBLEM_DRAGON ######### #* G/ P$ h9 J3 }3 \" J2 Y1 p7 x
- <effect>
, o! z+ a& v* T" @ - id 1181( w6 \* T% i( \/ P5 n; Z& o
- name EFFECT_EMBLEM_DRAGON
& Q' c Q; u' d# N/ H2 c - culldist 2475082071472936200000000000000000.00
4 G; V' M0 Z' A) A7 [ - <list>
; M) a# H: l `# S+ K1 C9 J0 `/ k - res 1 sp_yellow_hand
2 k V# v/ B3 z- n# G - res 2 sp_yellow_hand6 @# H' K* v2 y( b- i
- res 3 pt_yellow_short_light_023 @8 s/ a3 F7 C3 @- T
- res 4 pt_yellow_short_light_02
+ Q4 F/ ^, Y/ _/ @9 A$ l! c; X5 ~) j - res 5 mh_EFFECT_EMBLEM_DRAGON5 C J# L: p6 }- c. O& D: B: G/ M
- </list>
) y, l6 ~; l! z - <scene>0 u. \7 w+ c6 m
- sceneid 14 c- Y( {! z, V" r( _& D0 l3 j
- name 1
& j4 \ I: Y) S' F6 j - <control>
- k+ t4 z6 B9 ]4 f, O! t1 L - unitid 1% {$ s9 e$ w9 s+ C, n* w6 K; S7 h7 n
- active true
* \. N$ r; o, R0 b3 Y8 l$ Y0 ^ - startposition 0 0 0! X) `5 {* C. M4 {& \
- lifetime 0 1000- a3 T6 F( ?; j. q; ^
- animtime 0
" W6 O3 l6 |8 F4 @! ~ - bonename "Bip01 Spine"
& H/ t" h. A3 L2 b/ n - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ) M# v2 K2 |( y' t
- alpha (0,0.5) (999,0.5) - Z* S4 O P1 }, q" Q
- randomstart false C+ p/ _, }+ X/ c
- active true
: l, t# F E2 f @ t - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
, v! y+ j; x" j4 v9 ~ - </control>3 L# i9 Z5 j$ a+ Q, n
- 4 c; z& ~1 G4 k
- <control>
9 H$ W& n' G/ y0 {) E5 i8 y, A; U - unitid 2
5 Y( X4 _3 D9 @$ V3 O) v6 N - active true, g& g, z/ g0 F* e
- startposition 0 0 0
. U* F t2 R7 ^ V" \% d - lifetime 0 1000
1 ]& p' f: q2 _9 r0 @ - animtime 0
- d" l& U/ P' z: { - bonename "Bip01 Spine" 7 q j1 F! y5 g V5 B, p. m
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
+ g! z+ n. m' `! F - alpha (0,0.5) (999,0.5)
. n: j @: D0 G. r, b - randomstart false
$ ]; _5 H- _7 O) Y3 p, I# { - active true* _. V% L2 r3 f
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0# U) S/ @8 T$ Z4 H+ P7 M0 a# p. U
- </control>
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- <control>. O, q- P- c. q
- unitid 3
- P( A) y7 D T7 k9 d( z - active true
; W5 P/ D* X$ ]4 S0 Y - startposition 0 0 0+ V1 x5 \# U/ t
- lifetime 0 10002 l9 P# n ]2 ~0 x
- animtime 03 J! m% w( q3 i! q, s+ u% w
- bonename "Bip01 Spine"
% ]1 T( P+ m: E" n - scale (0,0.5,0.5,0.5) (999,0,0,0)
1 H9 b& Y7 g6 w1 S: p/ m3 E5 D; @2 ] - alpha (0,0.5) (999,0.5) 7 G8 B0 n$ A% h) C' Q; Y
- randomstart false3 k3 ]* L1 M+ T7 k
- active true8 b0 i. A0 } I
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0 x- ?) G7 h7 ~" v% f3 N
- </control>
6 V n7 _, M5 _5 }* l7 H - - t4 D; I! Q- `+ g c
- <control>$ b: I( ?, M3 n4 Z0 H8 s" z2 Z: \9 n
- unitid 4
+ {+ l) b3 q3 X5 T% q3 M - active true, ]& o- b, I5 t. u) N* P
- startposition 0 0 0
' \5 m1 s' y) A! C, G( t - lifetime 0 1000
) N3 a4 h6 C8 j- o( s3 p - animtime 0
! B( m# O; Q0 M1 @ - bonename "Bip01 Spine" ) k# N j5 L* L4 W
- scale (0,0.5,0.5,0.5) (999,0,0,0)
w& `' @- q6 T1 Z: I+ P - alpha (0,0.5) (999,0.5) 7 b" o# q, m8 S0 _
- randomstart false
1 [4 E! a9 b0 T+ s" ?# J - active true
7 I# S1 ^& |" Z - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
+ L" C9 c% F$ f - </control>: U, ]" m; E8 J+ Y" Q2 h4 k
- 0 m" w6 `& f% r( x& |: P
- <control>
) ?4 w1 ^" X6 n8 v& D - unitid 5" [6 @3 ]0 K5 }/ }3 y
- active true
Z$ y$ d% N; `$ h+ u1 m - startposition 0 0 00 _; O4 Q3 v+ q5 w: D
- lifetime 0 10006 x- v8 Z" N7 Y& l
- animtime 12 |- E Y8 q, x, W/ e- p
- bonename "Bip01 Spine" ; C/ M5 K# Y/ c3 u
- randomstart false8 L5 B3 g; X$ E0 M
- active true& m4 \, a' `" Z- w5 }/ c, b
- </control>
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+ H- v2 L- X: I: c- </scene>6 ^/ x+ O2 @! r
- ( ~$ K) v6 b( S9 q+ c' H0 y p
- </effect>
复制代码 # V; R; Y7 i$ d. S0 m% t
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特效.zip
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