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6 t: @. ~. ~& P5 r" _) _7 i注意下面代码不要直接替换 这个是需要手动增加进去的+ {. ]) p, P/ Q- d/ {
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0 n2 ]$ j! U$ u7 u. P: h; B' ueffectdata.02* i$ d6 N2 a8 s
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- <cate> 1
}9 N- B( N6 V- d, ?4 s" ]! {$ W - <effectdata> 0# U& A) b9 j5 L; P& c
- name sp_yellow_hand- w% H4 z( @% W) U, q9 c5 P
- unittype sprite6 [& ]0 p/ M/ b* I
- billboardtype camera0 h. @/ `/ q5 S7 Z' a
- tailstep 20 0 0.1 600 false
2 T! z9 H" B1 V; h - size 1.000000
/ \0 ^, Q! C" ^& N, \* W - backprint false* S0 u: }0 y) y, H! V1 @" h
- disort false9 I9 s$ Y3 L0 s6 K7 r# a' [% c
- texturefile Effect\monster\longch.dds; g& D) T5 R4 ]3 q+ K( r& g
- texturepack
* |1 Q1 e7 y5 t8 A9 X; Q6 h - blendtype add
* C0 D9 S5 Q+ _7 B- Z, G7 g - textureloop increase5 K1 n# o# B* y1 k
- texanimtime 0, t5 r! z1 R8 {0 h7 Q' [8 y
- </effectdata>
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- <cate> 7
) L6 Q$ M) Z( D% E1 u' I - <effectdata> 0
( C; h; f' R4 _; P* s7 ^: A1 g - name pt_yellow_short_light_02' M+ u/ i# v+ f m
- unittype particle2 ^0 Y( }6 w3 U; U2 F" K: r
- billboardtype camera
( T+ [# B3 r! h0 D' N& A, E: a - tailstep 0 0 0 0 true$ E2 \1 r- i# Y. B$ i& U
- size 2.0000006 r5 [. ^+ j' U9 u6 v) S
- texturefile Effect\monster\light01_orange#.dds
$ M, B+ B: z! C4 U$ G) \* Z3 M - texturepack
. U7 ^' p7 Y& x' u - blendtype add9 n" `0 } d4 e4 b6 S9 p+ X
- textureloop increase/ `+ G( a4 e. X6 U/ f
- texanimtime 0( Z( J6 L% Q w8 M- a; X3 A' q
- leaftype sprite
3 Q3 @0 A+ S1 v0 u u - activestate exploderange( Q, k- F- g, o4 `
- lifetime 200 2003 L% i# H4 X) {. v/ S
- emitrate 30
; p/ S/ @' z" @' E0 X# L$ Q9 z - maxelementcount 10; W8 q% p, f- Q: U0 }1 b
- addrotate 60
h/ n4 Q; D3 e: A: ?; S - velocity 0 05 ]# m' a1 k1 W( I n8 }8 y
- acceleration 0.000000
( S5 u6 P! O2 z6 j& e/ ^ - spawndirection 0 0 0$ O3 v7 X3 T, _0 D
- gravity 0 0 0
7 G! M, e' X# S8 C6 e5 P2 [ - colorrange 0.000000+ v$ S) e3 G J" x* _; b1 G- ^
- startrange 0 0.5
& f: k2 \# B; T. A5 i - endposition 0 0 0
: l7 A2 {8 K& a O* J. w - particlesize 0.5 1# L9 O( V% x V! R, H3 }3 k9 x
- followdirection false/ N, `# W2 ?/ o; \% n- p8 L
- spawndirabs true
% p& Y/ x. j# C8 ?# m& q$ ?! r. ?7 Z9 l - trianglerender false4 w5 f6 M2 |2 T; x0 q+ B
- </effectdata>
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- <cate> 3; _! l% M" q0 `- L* B8 T3 V- v
- <effectdata> 0- r9 n: f ^1 \; x& Q b
- name mh_EFFECT_EMBLEM_DRAGON# W2 p" y& V" |" V/ H
- unittype mesh
a; L! v1 M! H$ ]3 E+ i+ s - billboardtype camera3 _1 x: }* k2 W! O. [% \
- tailstep 0 0 0 0 false
7 J3 o0 [ m) A - size 1.0000002 `4 i i) ?1 v( v
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack1 X; M3 X6 i0 r% T
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh5 b& v# Z' w& U* A$ _
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim2 d$ a8 S( [5 {7 ]
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
3 ^# y4 E$ I3 E9 {& t - animlength 0
( z' F+ j: a: q; e8 I - twoside true. l+ d! U- q& h
- mesh_status 0 0.000000 0.000000 ""
K% V. N& g$ M - </effectdata>
复制代码 ! Y. s. X0 C* L$ y* |. a9 Q
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effectscene.02# Y' V; T4 `$ t" B7 a4 D7 x% D
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- <cate> 5 game
: d/ D; ] v1 ], T - # ######## EFFECT_EMBLEM_DRAGON ######### #
% o( d# z# q( | - <effect>
) s) u1 C8 K* R1 z( V. O1 R - id 1181
# u- S0 c$ }7 z7 B2 `! \ - name EFFECT_EMBLEM_DRAGON8 L0 \, l: B4 _, ^' @$ _, M5 y
- culldist 2475082071472936200000000000000000.00
- E- p7 F$ N# i - <list>4 y9 j' `/ o$ Y, G, e) r0 ^& o' O4 b
- res 1 sp_yellow_hand$ o4 l9 r, O+ M6 d3 |# k) {2 q
- res 2 sp_yellow_hand
$ `- r8 a% j2 ~ - res 3 pt_yellow_short_light_02
" T" l0 ?) t4 z) V0 {. J - res 4 pt_yellow_short_light_022 F" Q; k9 G% l0 X8 P B
- res 5 mh_EFFECT_EMBLEM_DRAGON: V' \& w) Y2 Z8 u1 M5 F
- </list>
! M: Q$ \. u; Z$ [$ C - <scene>
' _3 h0 [$ e# z5 E3 p9 f. v3 u - sceneid 1
' Q9 j: _: k- h- l - name 19 U7 c' `, m3 U- X- F
- <control>
+ g$ ~6 o6 Y8 j2 a6 N - unitid 1- r$ l3 k; g: N: |
- active true" u" x, W# u, s3 }8 c$ K
- startposition 0 0 0
9 R' w' j! j) t) u) _5 |3 t - lifetime 0 10002 g: l, i# V; S4 \: L6 l
- animtime 0
5 G$ [/ e4 \5 x0 w4 L7 p - bonename "Bip01 Spine"
5 t$ ^" J. W! m* S" S - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) / n, }& e% S3 S- _+ P
- alpha (0,0.5) (999,0.5)
. |# v3 Y6 T5 p; N' P4 p! n - randomstart false9 s+ h/ Z' x2 V
- active true
# S" z' g) d4 H: H9 [ - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
9 s; A$ V( }& @* X5 F0 K4 m1 D - </control>
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) A" F& p0 G. [, i) s$ p- <control>
# K/ {' L/ E: \/ F7 H3 x0 o - unitid 2% y4 A4 e6 S$ L
- active true
+ u6 j8 b. t+ P. T - startposition 0 0 0
]) `# k1 X0 w! f- A - lifetime 0 1000
& _6 n7 q; _; A9 @$ d1 \ - animtime 0* C. {2 o: Q5 E9 t& |& {1 Q$ @5 O) a
- bonename "Bip01 Spine"
! V! ^% H0 x1 j2 d - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
6 E+ f, b! T# q0 s - alpha (0,0.5) (999,0.5)
; n% P7 f/ r3 |6 M4 c - randomstart false1 ?3 c/ `. ]3 N, I* J, _ T+ K
- active true
0 E" X; p' B# | \8 S - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 03 {- b+ h+ C5 f& l0 P
- </control>0 ^0 _9 z* @; G' p: S$ p# G
+ a/ G+ j, O8 o0 N0 y- <control> o- ]) T* H* l1 M E' ?
- unitid 3
9 d' ^! N( `" ~1 U7 O: N - active true
& J# X: r- K& a - startposition 0 0 0- I5 P2 K6 m: [
- lifetime 0 1000
r& a! Z4 Z/ u; z. ` - animtime 02 s+ H( s* k* u5 k6 W
- bonename "Bip01 Spine"
* I# w f+ p; H3 Q - scale (0,0.5,0.5,0.5) (999,0,0,0) : l1 X7 Q1 n, p/ X
- alpha (0,0.5) (999,0.5) 4 v7 M6 S' `# d, A' r
- randomstart false
5 }, T! i% n7 n/ o8 \ - active true
8 k% }, F- f+ _/ d; B - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 09 \7 L! \+ ~, W8 n! N% n
- </control>4 _+ N! P! F0 F7 w' i8 m+ ]5 G9 s/ o% j
- % J' p3 S/ S3 A1 t7 S: P, B
- <control>
, I; l1 K: O' | - unitid 4& i: g& o7 _# Y! u2 s2 w9 `0 w& U
- active true
7 [% Q/ K: g1 X( Q$ w, w8 b; y* u - startposition 0 0 0* [+ j0 e0 L$ x8 x
- lifetime 0 10004 Y$ B* \! W" Z1 E- |* s, A+ x
- animtime 0
& y) t- N0 b: L - bonename "Bip01 Spine" & e: L8 f, y2 A0 \+ F
- scale (0,0.5,0.5,0.5) (999,0,0,0)
4 V( C0 L( U- O5 T( Q8 p - alpha (0,0.5) (999,0.5) % Y% A1 ?6 J& k7 r/ N4 P1 f
- randomstart false* r7 J7 A" o: F% Y5 E
- active true
" ]; J- C. @4 d) R8 [ - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0% k0 b7 |, l$ ?& x% h
- </control>2 b1 x2 X# B4 g/ i6 s" v$ |
$ u+ C* r$ X3 w( A R0 n- <control>
* g3 B1 S& `4 v/ O6 c/ b" R- I5 m - unitid 57 b: [$ R1 v+ R
- active true
/ v2 Q% b7 }7 r5 X+ [- ` - startposition 0 0 0
8 ?) k) E$ ^& W J3 s3 O0 P* k$ J - lifetime 0 1000
+ o$ \* [5 _% I- H* s7 x& d# i' K - animtime 1
) `; h4 w) \# } - bonename "Bip01 Spine"
9 d* L, Z# ?1 @! ~0 }1 @2 I' b - randomstart false/ X1 A. K9 J: o' [6 O9 h# v, M
- active true
; X: l& Y. l7 { - </control>
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- </scene>
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+ l4 H4 V- U' s4 n& ~) C7 \- </effect>
复制代码 6 X) |9 S! q: m; a. E$ K
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特效.zip
(408.85 KB, 下载次数: 4, 售价: 10 贡献)
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