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图片可以任意修改替换为别的图片 4 |( m$ q7 u, x, }* k
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% i, ? `0 ~3 e. B注意下面代码不要直接替换 这个是需要手动增加进去的8 Z# N! }$ e0 g! h7 ?
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- [8 W k5 P6 p4 w+ G( U& Y, Meffectdata.023 C/ d9 @9 ]6 A: z! P
5 N/ ]" l5 J# n* c
- <cate> 1
0 c' X+ c$ U; P; B v - <effectdata> 0
* S; N8 z5 c( V8 q - name sp_yellow_hand
) Q- k3 C0 z, n' w - unittype sprite: Z5 Y% f$ m7 g( B: y/ S
- billboardtype camera
6 |+ V7 |0 h; d - tailstep 20 0 0.1 600 false) ~ ?( d4 i* t) i0 X
- size 1.000000
8 B/ A ^0 w" @& q8 I5 c6 m - backprint false7 V M$ ~, \+ N' t/ _. V
- disort false
- b2 |) l h; m ], X; y0 f* g - texturefile Effect\monster\longch.dds
( o* J7 a: i9 w# c$ d5 O - texturepack
* y8 d, I. i3 s( L - blendtype add
4 X. Y6 B# {# g" t, C2 ]" ] - textureloop increase1 `6 u) ^4 R# ]( ~8 }
- texanimtime 0' `. g- B% s A- L1 w4 @0 }
- </effectdata>2 H* n6 g, D7 ^; @: Y- P- m# @
- ; D3 y8 L9 u3 B
- <cate> 7* B8 W1 t& @5 i; e5 `: ~
- <effectdata> 0
0 h1 Q$ I( ^- M: z. Q, X- C5 Q% s- h - name pt_yellow_short_light_02& _, f* `" I1 c4 b( c
- unittype particle
/ R5 l. \/ ]8 M7 Y' v - billboardtype camera% S: I, y' y1 O: }; T& j- Y$ `4 X
- tailstep 0 0 0 0 true8 x" w5 b# e% Z7 t. G) `1 T% t
- size 2.000000
" ] D Y3 ]+ L5 ~$ d - texturefile Effect\monster\light01_orange#.dds
1 _' w! K8 I5 B# K3 `0 m) A( o0 O - texturepack
6 A# T4 O( E/ q0 E& l- E - blendtype add9 b+ Z3 [( Y% P2 D' \" t" ?; O V
- textureloop increase
7 z' ]* y6 P; M' j - texanimtime 0/ L5 k* P2 Y: k6 E* U& q; v2 y" x
- leaftype sprite! b {) c S% |, a+ r, K
- activestate exploderange
9 Z( t) M( r: j& X3 p Z/ E: N - lifetime 200 200
4 z) i! O! C. I0 t7 x2 U. L - emitrate 302 W" o! Z3 ]" s+ I7 d: L( k) _; d1 N
- maxelementcount 10
" k7 g/ G6 ]- X; T& D" o$ k - addrotate 60
4 C4 B# U. m& _' ?7 v - velocity 0 0
N6 S' n# l& T5 h- T - acceleration 0.000000
4 @7 ]) b; K: x- l; W - spawndirection 0 0 0
. y1 R( U! s+ I3 T9 e0 C" V9 r0 y - gravity 0 0 0( ^% n7 }' Y# v1 D3 z) R
- colorrange 0.000000
, z( c2 A4 u9 |9 @2 J% ?) h! t - startrange 0 0.5. H; H+ `: ?9 w! z' C) D* a* o
- endposition 0 0 0
; s- n! R4 O3 ~9 r8 E7 N - particlesize 0.5 1
, G2 s' { T4 t& ^+ N2 A. j - followdirection false
# W0 F/ S+ h( S3 K - spawndirabs true
) V* H) d4 Y7 l$ u8 g. }0 C - trianglerender false) _3 H$ q1 v) M/ f6 ?
- </effectdata>5 w, Q+ I0 r2 J) H, O" k
- / |6 P7 b( ?8 T0 }
- <cate> 34 ^/ g3 j/ s- L9 M2 t
- <effectdata> 0# A6 D& m ^8 [" s
- name mh_EFFECT_EMBLEM_DRAGON
5 Y" E6 w# ]: W# i$ [5 ` - unittype mesh/ u/ A8 g' Z, K( g# ~& N' Y% s8 f
- billboardtype camera/ u: e: d k6 @8 }; h$ h
- tailstep 0 0 0 0 false8 @# r! ]. G! m4 P) [& b2 n! q/ q
- size 1.0000006 H0 _* i/ e" P9 w( Q2 s" t
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack5 E' t0 s" m& ~" ~1 Q6 H; G& ~( @2 l
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh3 b* r8 `5 Z2 A) ?9 y
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
# {3 C: `+ f; J* w1 c - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel* E2 O5 J) h1 d0 y& u, X$ U8 T
- animlength 0
) p+ F Y9 q' } - twoside true: y' v9 ?" n) _) `5 b$ x
- mesh_status 0 0.000000 0.000000 ""
5 i5 z' F. Z5 W' }8 v - </effectdata>
复制代码 & Y* X7 X$ S( d$ E! k
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effectscene.02
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: a- D i Q' l& e- <cate> 5 game* a Z+ c, ]8 c4 ?" a
- # ######## EFFECT_EMBLEM_DRAGON ######### #( ?+ B3 O: R5 m$ [9 |$ c
- <effect>! a7 `. k. Q X) Q9 N; g9 Z' o7 X
- id 1181
; e* H/ O- w. g" {2 \' D - name EFFECT_EMBLEM_DRAGON2 P: Y2 p5 e9 o) Q
- culldist 2475082071472936200000000000000000.00% j9 E' O4 L( Q+ j' K+ H
- <list>- i! m5 z: p6 H; V
- res 1 sp_yellow_hand
* k; Q$ p' { p2 n# d- r - res 2 sp_yellow_hand
6 \6 E5 j& S4 @ - res 3 pt_yellow_short_light_025 g. y) u6 Z$ E; o `( X2 G
- res 4 pt_yellow_short_light_02- O$ b8 n6 C4 G# e1 l* h0 g/ P- }2 K
- res 5 mh_EFFECT_EMBLEM_DRAGON1 n3 T* B% h9 i' Y8 C$ Q
- </list>
7 r$ j. S9 o' J9 ?% X" @ - <scene>7 S! v4 |) p! D+ p, `8 ]4 @; W
- sceneid 1
# }* R- e8 u7 z - name 1" `6 W% l/ S' _( S
- <control>
/ c# l) J( L9 }& U - unitid 1/ F+ G4 ]9 z( d( R" ]/ b5 q# G
- active true
3 l/ ^0 |# _3 v; J- q4 }8 w2 R3 B - startposition 0 0 0
* y+ N# }$ Q1 a; [) Q1 ^1 x; ^ - lifetime 0 1000 Q& _1 |+ |8 y7 ]
- animtime 0
, P7 v: }+ g0 Q - bonename "Bip01 Spine"
' w- l/ @& p" _( C1 g _& S. W3 Z: G - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
1 H) [8 d% a) _0 i1 y* Y - alpha (0,0.5) (999,0.5)
* j0 i) x3 \# }% e# P+ ^, Q - randomstart false d$ d- f# n0 ]
- active true
: S6 p% r1 K; T* z; W" Z - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0 g; i$ @( q/ ~. g. |, s: w$ L
- </control># d% S- Z3 C h# c8 |1 ^3 g
% N9 Q. u3 v" V- E( i- <control>. B( a8 _8 ?- v9 x
- unitid 2
5 A* S; q6 B; k- Q- }) h - active true
7 M2 L6 C/ s: @# ^+ |" g: j - startposition 0 0 08 ?7 e5 Q5 P6 G' i! M( U7 |/ V
- lifetime 0 10004 _! N2 t8 r' a
- animtime 0/ ^+ L4 Z5 n5 j* n. c9 I6 O
- bonename "Bip01 Spine" - q$ `( P, |9 d
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
% A- K, P5 s/ y - alpha (0,0.5) (999,0.5)
+ q2 A1 r% d) x' O! C& y1 P - randomstart false1 C! n" ^! A1 Z+ v( p
- active true
8 D3 U$ l6 x1 ^3 v5 G! Z) W$ A" J - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
) q3 j. t8 R( q8 o2 c% i9 t! D - </control>; m) ]# j" |; w5 u( ?4 F
) B+ R% t& U9 ]. i9 y* x( ~- <control>
& {+ \) x( g" g: y) f - unitid 3
( M# T$ o) a) m. v% V, C( ]% Q. K7 D - active true5 t+ C& v- d" S8 }
- startposition 0 0 0
" j" U4 ], I2 q) n6 i) m - lifetime 0 1000, ]3 ^0 U1 \& f0 R0 a5 I3 G
- animtime 08 k; B1 W2 ^% C& r/ f' b% x
- bonename "Bip01 Spine" % I* j; w T) l" P) D4 Q
- scale (0,0.5,0.5,0.5) (999,0,0,0) 5 h$ h( e& k' w. H
- alpha (0,0.5) (999,0.5) ! B. z v0 @9 x' W b& ?6 E
- randomstart false
4 l* K: y& k1 g5 o - active true
: N/ |+ o7 ]- O5 j& k - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
, `3 A7 Q2 U" E0 k6 A - </control>
! J( |' R* Z4 a, Y$ a* u1 X
- {3 M- a9 p3 A7 p8 v- <control>( T* { M! E8 Y! v" _
- unitid 4. J5 T" D; ` t, @% L. _
- active true
( W" X/ O( g9 }" a% V2 B - startposition 0 0 0* A. |7 r( ?& g5 W4 S
- lifetime 0 1000+ w% Y# T* r' a7 v
- animtime 0, A5 l' j/ `- e h1 s( K+ U" i& u
- bonename "Bip01 Spine"
2 ~0 C6 v3 r" G" t - scale (0,0.5,0.5,0.5) (999,0,0,0) 8 ?! p& z& s- s
- alpha (0,0.5) (999,0.5)
- @8 k; j" z. o$ K8 W4 D( V - randomstart false8 Z* d& ^4 }% q0 q) E b1 K: [5 ?
- active true
6 [+ q, N( G( E7 k9 f4 W: L0 | - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0) H% s& A2 u5 w9 r
- </control>
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- <control>4 y9 t% ]3 G8 Z8 J) f5 L
- unitid 57 I4 c8 z- ]# _5 h
- active true
" Y: `& v! g4 C - startposition 0 0 0' U4 K1 u: k4 i! }, b1 Q) I! T4 Q
- lifetime 0 1000) ?8 g2 y* ^; ^: ~
- animtime 1" u/ \0 ?3 i: `. a
- bonename "Bip01 Spine"
0 a* P% S/ T' X7 Z) X P - randomstart false
- ]' V, t: K1 ~ - active true
% ^6 l) Y, V2 c0 k - </control>
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- </scene>
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- </effect>
复制代码
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特效.zip
(408.85 KB, 下载次数: 4, 售价: 10 贡献)
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