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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% |3 j/ u( e9 q; h6 l3 {. l
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effectdata.025 R0 C% @) _: H
! r l2 @* c9 s* J! G7 T' u- <cate> 1
* n( K) [ u/ w, R' ^ - <effectdata> 0# N! D/ r5 t& g" x0 ?
- name sp_yellow_hand4 ~& Z. O6 x0 ^1 J+ @& ^
- unittype sprite
9 T O* ^3 z7 [" O/ a - billboardtype camera
) F, N4 ^9 Z" |' K' E - tailstep 20 0 0.1 600 false
- o! D6 f5 _ D1 n; J# W# [5 F: \& K - size 1.000000$ J' b% Y! ^' e7 k
- backprint false
+ v0 }# \, T8 v% T9 Z* ?# h - disort false
, I8 z& `4 H5 P1 P6 b# | - texturefile Effect\monster\longch.dds
5 V& G1 a& P% I9 q8 j+ G, X, F - texturepack 2 N8 c, T9 @5 O9 C9 W' ?) @
- blendtype add! l- Z* Z9 M! c/ E1 Z
- textureloop increase
5 {) C s5 t0 C2 K5 Y - texanimtime 00 M& Y8 Q% v9 Q
- </effectdata>
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- <cate> 79 T3 y8 ~% k1 A
- <effectdata> 0* k2 i: e7 w z1 \3 t3 e" ]
- name pt_yellow_short_light_02
6 W0 y5 i' g+ s; G- R/ G0 M, n - unittype particle
3 y d z5 L1 m! a% Z. ^ - billboardtype camera
9 w& y, J7 Q1 ^0 D+ a1 d - tailstep 0 0 0 0 true
4 W. o/ M3 r: o% Q9 N2 s3 r - size 2.000000+ o. R! \3 N% _% u
- texturefile Effect\monster\light01_orange#.dds) L2 f% X* e& s0 W6 l
- texturepack
' l* t/ W& i. L( V7 ~9 ~6 H - blendtype add
0 w, D k7 O) R4 J - textureloop increase
, z$ r1 E' r, e' b, t- r+ ~5 C4 H7 ^ - texanimtime 0* t1 g+ _- ]% O4 ]7 s( d) P: z+ ^! h
- leaftype sprite+ b$ V* D( n2 x0 {2 j8 F- g
- activestate exploderange& f& r: r# @. a$ D/ r7 S v
- lifetime 200 2001 Q) {% o- T& Q0 P
- emitrate 309 M2 Y3 S# `9 ]+ I# L) d1 v/ ?
- maxelementcount 10- i; [6 H$ z- O% E
- addrotate 60
T$ R# J8 k; ]* \ - velocity 0 0" ]3 @* @% A1 W8 Y. @* A( {7 o
- acceleration 0.000000! d% n4 w+ X$ A% ?, L: ^
- spawndirection 0 0 0
$ V( R- M; x+ \6 \# L* @+ W' _ - gravity 0 0 0
; m% B, `! G& V1 U) t9 h- v - colorrange 0.000000
3 {8 |: W' N0 |% X) t3 }' J - startrange 0 0.5
8 c+ x( e3 {' @/ q0 x$ J7 i - endposition 0 0 0. p2 U0 E, Y7 h; H, I( q
- particlesize 0.5 1
+ W, b, i1 y3 ^5 L - followdirection false% y" H1 t6 G* g) V5 q3 r5 a
- spawndirabs true9 J; O; d) d8 A; _' G6 ]( N
- trianglerender false
6 o0 U' E% L" L8 {- m4 Y0 P - </effectdata>
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- <cate> 3
7 l) r' ?7 X9 i# q' _ - <effectdata> 0: i" J& X, ^, }$ ~- @* s- K0 E5 `
- name mh_EFFECT_EMBLEM_DRAGON
+ `! h1 @, \( L9 N# _" @6 K2 q - unittype mesh
3 Z6 H! K' K! l; b' j - billboardtype camera! x( @! z) ?: @" ^% c ?
- tailstep 0 0 0 0 false
: `$ f' b8 N6 A2 s# C - size 1.000000
" S ~5 Y2 {/ g7 p! q6 `9 s - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
6 Z# }* @0 L% e/ ] - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh" d9 E1 k* }& M- }4 r* R. s0 Z
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim$ i9 r1 }7 h9 d$ Q0 a0 M+ f5 @
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel, ^# b. S2 [- M( |( G! m* R: U
- animlength 0' G* `; v g# g _
- twoside true
; t$ Y! `! Y4 g - mesh_status 0 0.000000 0.000000 ""
' r8 T( F0 U% U9 ]& h2 a - </effectdata>
复制代码
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- <cate> 5 game
1 d: X$ w' K5 z4 o; j* [ - # ######## EFFECT_EMBLEM_DRAGON ######### #
, t* g3 K8 C3 h - <effect>
, H- R: E0 E% X- Y3 ^2 @% f - id 1181
1 e; [8 Z0 Z. t" e' T - name EFFECT_EMBLEM_DRAGON
" L" {- D8 B/ w9 ~' Z3 I8 g - culldist 2475082071472936200000000000000000.00
0 v) Q! e2 ^0 @, l - <list>
8 |8 k ^' u: m2 D9 d+ q; \; Y - res 1 sp_yellow_hand9 y3 N+ p, X; k/ }
- res 2 sp_yellow_hand
3 A6 F$ k! M5 c |: { - res 3 pt_yellow_short_light_027 [, u& |5 k9 \
- res 4 pt_yellow_short_light_02
, _. H" v4 O1 m8 D& [6 M" D* O - res 5 mh_EFFECT_EMBLEM_DRAGON
9 N4 y4 o0 \' g" B3 H" c8 m - </list>
' m0 V) \3 |) L) m. ^ - <scene>
+ H8 s9 J M8 V - sceneid 1
& P! T+ A4 \& s# z* @ - name 1
$ q; U' w2 U Z6 \9 y3 C2 c( ~ - <control> U/ i9 Z" z4 {- n! M0 C
- unitid 1
: ~- p0 B* [. I/ r, Z+ e - active true8 n( A1 m ?' ^. {' j, V
- startposition 0 0 06 \0 D5 Y8 s- v7 B! A
- lifetime 0 1000+ X3 I) D4 L8 f) d! M
- animtime 0
$ u2 S' a$ Y: M4 J - bonename "Bip01 Spine" + i$ R+ t$ P! e2 Y) y) o7 \% W. U2 q( A
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
8 J( k8 z4 @) E( J# ] - alpha (0,0.5) (999,0.5)
7 y* P' L2 V6 } }! u - randomstart false
' y! y( }" g" H4 g* b - active true
4 n1 G" Z- L$ D/ ?9 i! s$ A1 k1 S - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
' S9 ~1 C" V/ c# Z3 }$ P3 x8 I, S - </control>
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) o& s% P$ N/ g9 p$ r; H- <control>4 z9 w8 S- E4 R# z
- unitid 23 Y- I; O) x( {9 v' t, \
- active true
, I) b) }! V$ M) ^ - startposition 0 0 09 b9 x6 L" E# a& F0 B" b* k
- lifetime 0 1000
- w9 @$ T% @# ]# A% Z) N - animtime 0
# x3 w! B) V3 A/ b - bonename "Bip01 Spine"
- P& l" e# \, |9 v3 Y3 d- l& Y' W - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 3 I6 g5 [+ z. y# t4 }* k
- alpha (0,0.5) (999,0.5)
5 M7 F- r" w. U6 H& P; C' s; M - randomstart false, o+ `" G- L% ~& k
- active true
1 A* Q! x1 r! c! l2 t# s4 X F- d - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0( N' t: J( j) G1 ]3 H% N
- </control>" _$ i: t5 I2 L! z* q5 B3 _. C
1 ^0 t1 p; Y3 d$ u! v9 ]5 n$ A7 }/ M- <control>5 o3 b# T" g: ^' ~
- unitid 3$ v# w& _2 N6 v! N* N
- active true6 L0 W. a0 Q: s" w
- startposition 0 0 0
% D2 X! ^& v0 P. `6 G) Y - lifetime 0 1000
8 }" Z( x* n6 N, A$ n# E: ?9 } - animtime 00 q4 T% C0 q2 m+ a
- bonename "Bip01 Spine" . |; p" ~# V$ s, n! @4 p
- scale (0,0.5,0.5,0.5) (999,0,0,0)
. o* \4 a+ R& o+ W - alpha (0,0.5) (999,0.5)
0 N7 F9 `# [" a7 @/ f - randomstart false
* u( y0 _. m" I - active true8 S; P+ d$ J3 B& i
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0! b5 j1 j9 ^) d9 ?# I& x
- </control>
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! ]8 V! H/ W$ T7 g- <control>$ b( z% |# f8 J# u6 U
- unitid 4. \$ Q. E/ G4 q% i& k: [
- active true
9 H: K7 W) @% l7 Q# P6 l - startposition 0 0 0) r6 `/ E4 J9 o& g
- lifetime 0 1000* _, p/ Z7 u0 A/ y. G
- animtime 09 j& x6 t4 |% X- H1 T- Q5 p
- bonename "Bip01 Spine"
4 |0 ]: e( q/ l) q6 Q - scale (0,0.5,0.5,0.5) (999,0,0,0) ; ?5 L) H1 A# }% _
- alpha (0,0.5) (999,0.5) - ^ m2 S' y! H$ ?& f5 i. |+ A9 N
- randomstart false: \# ?! `" P" t i3 y
- active true
- X6 y' c- u. [5 M. @* l0 J7 | - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
* \: y. o, G0 ]! g. w, \( } - </control>
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8 H6 i- v1 k1 g6 M1 [- <control>
2 M5 x$ Z+ B1 w* k3 O" H J& q - unitid 56 A5 w j! J6 O1 Z, x
- active true, v& ~4 G5 Z1 _( d a
- startposition 0 0 0
1 I3 c3 m* }* H( E- p - lifetime 0 1000
5 i( {2 h( _6 L- X2 j$ { K - animtime 1! G8 H6 c0 d3 z- A: c
- bonename "Bip01 Spine" / S( b4 k* I0 ~0 ? ^5 r+ J# P4 P
- randomstart false
1 R/ e# i# f( B9 \" S0 W1 Q9 {5 A - active true
; C: t& R' H; R, K* I" `2 o* k - </control>3 G& p1 Y2 u1 [! M/ H3 D
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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: 2, 售价: 10 贡献)
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