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; U! P8 b$ |# J* j2 }注意下面代码不要直接替换 这个是需要手动增加进去的
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, M' C+ d1 n+ Z7 F& M. A# V6 K. I% veffectdata.02/ @+ y6 J0 u5 K$ @1 r
+ Z* r! u+ D7 d3 u! m- <cate> 1# ]0 \7 a8 G ?0 M/ {3 `; c
- <effectdata> 0) v- d0 {1 \$ a. i/ a
- name sp_yellow_hand+ k& v; G# b% g6 S3 X/ w
- unittype sprite7 S' y, Y7 {9 m O, C/ ~, n
- billboardtype camera$ j5 T! v; F4 N0 j8 W, U% Q3 a6 n+ W
- tailstep 20 0 0.1 600 false8 G! l9 F1 ?5 S6 a7 A0 v5 B
- size 1.000000- C7 m* D' m, z5 ]
- backprint false) o" v* F. Y0 G5 f j
- disort false% P/ U% P( F, s/ E j1 B/ n5 C
- texturefile Effect\monster\longch.dds
% }' b% X0 a8 ^* I; P - texturepack
/ H C% }* V F" f) x1 \! K - blendtype add
o. I) C2 ?3 k- K* o - textureloop increase; C( t' ?0 C3 R' m6 \7 s y9 {- ~* p
- texanimtime 0' q/ i& W' k0 R% p2 E& e$ [
- </effectdata>
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4 `. e6 ~# z2 @$ \0 H- <cate> 7
4 }# }: g: v5 U$ g% S - <effectdata> 0
5 R/ H4 N, }0 Z6 F* Y3 [% [ - name pt_yellow_short_light_02# A/ V* ^, b1 I% k5 F8 b
- unittype particle
, e6 I& a$ D) f* i - billboardtype camera
& B6 b9 o6 U1 b, Z - tailstep 0 0 0 0 true8 \- B" I* y$ U6 D# ~) X! c. ?
- size 2.000000- H; [+ F' }! F2 i( D
- texturefile Effect\monster\light01_orange#.dds
4 o/ D6 x$ ^8 ]* h. n2 V5 C9 A* Z - texturepack
) l8 U- H! E. M6 o6 r; W- Z! b - blendtype add
, ^5 H' i1 k4 k. |8 p4 w2 Z) H - textureloop increase E! m% E/ w+ Z, j7 l0 g0 A
- texanimtime 0
1 [ u/ Y9 c- x: l - leaftype sprite1 d- F$ n2 x6 [, o9 C
- activestate exploderange
" k5 H4 R5 A4 p) n, U/ c% s - lifetime 200 200
$ t" J7 A/ e+ i8 A - emitrate 30' D; ?7 y! o0 y5 s6 n6 \ b9 L
- maxelementcount 104 M9 [+ ]8 W0 ~3 i7 r
- addrotate 605 z( y i& t+ G$ a* H0 j- \# L" q$ G' r
- velocity 0 0; X& t2 ~+ k2 P
- acceleration 0.000000% N# a& z* ?8 S) a) a6 s
- spawndirection 0 0 0
% {- w$ }. _; i - gravity 0 0 0
2 R4 L* w7 E8 P* X+ i - colorrange 0.000000- V% P: W1 w+ ]- X: E, D3 i
- startrange 0 0.5
; X/ x" ]. @/ ~ n$ m6 Z, M4 F2 i. t - endposition 0 0 0! Q8 ^% M$ l- Q) _9 t4 F) d
- particlesize 0.5 1
) Y0 e0 k0 x9 X2 _% K2 z% b9 l! i - followdirection false9 F' w0 I! L7 C7 E% S
- spawndirabs true7 _4 v; @* g+ i- Y
- trianglerender false
9 g/ E5 f$ C' N' Y" c! r2 M - </effectdata>2 L, w( w) F; ^3 g( q" c
( [( Y) Y, \2 Z- o0 k9 p- <cate> 39 h" O" p3 e: [! K
- <effectdata> 0$ M' G+ j& A/ \4 A# c$ [6 [
- name mh_EFFECT_EMBLEM_DRAGON
( x* g* A( n" M' E6 q - unittype mesh
" b+ w2 j5 }" J0 m3 G7 z - billboardtype camera
X9 \; p% k; [ - tailstep 0 0 0 0 false9 W t" _9 X* e- r x% M
- size 1.000000
: R( O/ n3 o, ^; U1 K8 T* Z* c - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
* M7 @. ^; H7 F( N' U+ W - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
: u8 s4 d# ~8 g* f; H2 {! b - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
7 `" |# P" ~9 F3 Y" I - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel+ s6 Y9 H9 h. @7 }
- animlength 0
$ }! s) P" ]7 K1 K7 Q: B1 M$ f - twoside true* @! s' O7 R9 t
- mesh_status 0 0.000000 0.000000 ""
$ c! Q S4 J1 p4 h% k3 L - </effectdata>
复制代码 ) T/ o, K& A; V
, ^3 n; f: Q4 f9 C. d! r" Qeffectscene.026 z- f* Q! T1 V; `
& }9 T" ~6 U2 X n3 I6 o* X- <cate> 5 game
$ ~% T; t. y3 }. V b4 ]2 M' x - # ######## EFFECT_EMBLEM_DRAGON ######### #: \2 F8 O, G" g' _- @; F% W
- <effect>9 c% F5 I- R3 z. z/ m
- id 1181
a k% B! I5 q - name EFFECT_EMBLEM_DRAGON
, [- _* {# A' q! p9 x- N" [ - culldist 2475082071472936200000000000000000.00
- g# R- Q$ j0 V: b - <list>* _+ W6 v5 n9 t7 v0 j6 G
- res 1 sp_yellow_hand
3 H# N6 @0 [ F - res 2 sp_yellow_hand! Z. L6 W8 l' r* O! W; o
- res 3 pt_yellow_short_light_02
+ H5 N; \3 c, l( w2 { w3 K; L - res 4 pt_yellow_short_light_02
7 @+ |# y1 v1 N7 U; Q- v- `2 ? - res 5 mh_EFFECT_EMBLEM_DRAGON* q( N3 U0 p- Y3 E( \! E
- </list>8 s g+ x: _/ k8 u0 N! C
- <scene>
( L/ N5 C: B* a8 H& p - sceneid 1
1 l/ ~. O7 `. R6 F0 w- Z9 O# I - name 1
+ |/ | p0 s" \. q$ _6 `8 j3 W - <control>5 }9 m2 Z7 U; ^3 o, J: X% s. c) {
- unitid 1
# h2 n/ r w( J, B+ k5 T) b - active true* r9 {0 B4 k3 p1 G; w) {5 n
- startposition 0 0 0
/ w1 s+ E% k$ O8 z3 G3 y - lifetime 0 10002 Y2 L1 p. u& ^- B
- animtime 0
% p F/ r4 H! Y, X: T4 {+ F, Q8 o - bonename "Bip01 Spine" # U6 ~* S# g( [7 a
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
3 ]* O6 M# w* p - alpha (0,0.5) (999,0.5) ; k O" `7 ~7 f! H7 g+ b; {9 k
- randomstart false) l& |. h/ T3 {7 ?2 Z/ W: ?9 U4 f
- active true
, `7 J* y! K$ V% D' E - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
# I$ [: f& {3 c# z* h - </control>
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& h$ I `% M0 f* _/ }- <control>1 t" i3 q$ o& c( w" D
- unitid 2
7 H Z( }+ [) q* n - active true
+ K9 m) [: o$ D3 }, c - startposition 0 0 0
6 {+ X7 J; Y9 \& r* Q2 \. K4 x2 C" Y - lifetime 0 10008 F! ]8 x8 a. {! P
- animtime 04 E2 Z6 D. ?" [' Z! w
- bonename "Bip01 Spine" 7 c9 n* ]" b9 [
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ; F9 ]; z" R8 ]1 {
- alpha (0,0.5) (999,0.5) & r" ^4 `. u; X/ f3 R# z7 E, Q: I+ [
- randomstart false
+ D& D3 N, X0 B# `4 k6 X6 R& X - active true9 d5 h9 Z+ }5 v. O
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
% Y* R2 }% a# E8 ? - </control>
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- <control>
' |) @# S0 u. Q9 X) R8 ~: { - unitid 3* ]/ M0 T; J+ M- C
- active true
- J9 m% R8 W$ q. J j - startposition 0 0 0
R X9 P/ L+ _, Y - lifetime 0 1000
2 U: P% R e( Y7 a4 x; V - animtime 0
4 ?- @9 M2 h% I3 X- d - bonename "Bip01 Spine"
, a9 r. Q7 J; y- A+ Q" c - scale (0,0.5,0.5,0.5) (999,0,0,0) 3 _7 B& M1 Z @( x; }% U* g
- alpha (0,0.5) (999,0.5) l T E+ p P4 V# J
- randomstart false
6 p: g4 q& w5 P% n) P2 H7 U - active true
' B" L! N- X' l7 z, M - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
~2 o2 v8 a# r - </control>( b7 Z# |1 j ]; m' W; X7 V
- 2 t; P2 A' W8 v! H- e. X, X
- <control>
% w2 d" `* `4 m# p - unitid 4& N% e0 b' u& {9 A+ _& x" ^
- active true, G; q/ W" i8 L8 E
- startposition 0 0 0! T; ~& j$ {5 Z, J; M
- lifetime 0 1000: B! ?) N8 z! [
- animtime 0
, S. G! `, r4 D1 \ T - bonename "Bip01 Spine"
! S* S/ y) @. }3 b - scale (0,0.5,0.5,0.5) (999,0,0,0) " q) B# A$ Y" D( x( Q4 s8 C
- alpha (0,0.5) (999,0.5)
- s! G6 \ A# ]% Z" d1 t - randomstart false# K! l7 c. x8 b! a' ^" D/ Q
- active true
! K# l% y4 R2 ^3 Q - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
" x, F( j. }" Z5 E - </control>* n u8 b: A: I: h# Y$ k
2 d, o9 Y- q0 s9 W/ d& ~- <control>
8 Y9 z: ^$ E8 o - unitid 5
5 P" O+ e0 }& u8 H. A& p - active true
3 e; }; m/ ^7 K- ~. L5 i - startposition 0 0 0- D# H' I3 b. a- o5 v
- lifetime 0 1000" m: h* ]# @) L4 H0 a9 a& ^
- animtime 14 f& E+ x+ Q5 k! `' I4 o% i; G6 Q
- bonename "Bip01 Spine" . s$ c% n, A& T
- randomstart false
" Y4 s5 ]2 c1 T, l1 f - active true2 {6 X$ ^) {& b: t" f! |) ?
- </control>
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& Q: L: G+ v+ e1 l" a- </scene>
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* f$ ?( ]. D% F7 ?: J! \- </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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