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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
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effectdata.02: i: L- M4 a5 m4 s
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- <cate> 1
9 d4 \6 P' d: n$ \% [! x - <effectdata> 03 a- s1 {+ u6 }# E
- name sp_yellow_hand8 p* x! w1 n& a( T2 |+ G
- unittype sprite
y0 }+ s: q! x - billboardtype camera
! O- p- W, G% [) s4 M# Z# n- J - tailstep 20 0 0.1 600 false
0 @5 f1 P: ?! J" \. t# o - size 1.000000
# I! D2 p) V0 L `( r) V+ V - backprint false/ q9 ~7 y$ z0 U1 A+ P; X* @
- disort false" {) I) T& A! w( D3 c* x* _
- texturefile Effect\monster\longch.dds
9 {5 a4 Y) Q9 M; @' N3 r1 X - texturepack - I1 ` {# [3 j6 g' r: w. m, N9 T
- blendtype add
# o5 Q4 Q. M% G' ~( p2 q: U - textureloop increase
- Z. W- a. _" E8 j: j" m - texanimtime 0
' F7 ~4 x3 ?2 D$ t% M3 q7 O, V - </effectdata>
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- <cate> 7
4 F' L8 w/ p) J1 `7 H( N2 d, l - <effectdata> 02 _5 e( @* e% a; s3 y7 `
- name pt_yellow_short_light_02
0 V; v2 m7 R4 n7 {! c, e" V m! \ - unittype particle5 r3 n5 R! |4 B0 Y% `- O0 `, v
- billboardtype camera
3 G! R$ V0 y |. K9 ~$ o - tailstep 0 0 0 0 true
3 P7 Y7 o* v3 w( f0 S5 `) N - size 2.000000
0 l$ K6 f1 t: R4 ?! j, G2 O5 D; ^ - texturefile Effect\monster\light01_orange#.dds$ U) V% A; @1 V* _, s
- texturepack % U5 d ^, l8 l+ `
- blendtype add
1 O, F6 O' Z* Z4 e4 s; ` - textureloop increase
5 F/ ]$ d2 J v; ~# h' o - texanimtime 03 f% h! {0 q% w
- leaftype sprite& L4 S9 B( K! V6 Z3 ~+ g" h$ }: W
- activestate exploderange8 V0 W a6 c* o; @. u0 u% L5 k
- lifetime 200 2009 h e% N1 t8 }
- emitrate 305 s4 M9 o- i$ H; T0 k' \3 s
- maxelementcount 10
* O: ]7 Y9 b W4 p/ H% W) P5 X$ } - addrotate 60
6 _, j4 e5 L. m8 n& U. H - velocity 0 0* y, t# h; M& W+ [# k2 N
- acceleration 0.000000
* X( V: `" t' k, ~7 b8 F' T8 W - spawndirection 0 0 0
0 i, c, U" n. l% v/ G5 R - gravity 0 0 0) i5 v E) M. D% ^* ^
- colorrange 0.000000' \8 i0 @, e. ?3 w) m
- startrange 0 0.5( Z+ f2 Q2 G* K4 {
- endposition 0 0 0
( E! N- s1 @8 S( ?8 q - particlesize 0.5 14 I, T5 `- i9 d
- followdirection false2 y/ ^' X( N. G8 l
- spawndirabs true
8 Z4 r& [7 Z) A7 r: A% o - trianglerender false
% }% T( D5 j9 z" Q - </effectdata>
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- <cate> 38 P5 F3 s+ n* p# k7 X
- <effectdata> 0; @8 R% V0 a" H! A4 P1 C
- name mh_EFFECT_EMBLEM_DRAGON
+ r* s* Z3 t% \' }: ] - unittype mesh S: N+ Q$ Q1 {& w/ U( y! d9 s
- billboardtype camera5 S, k) N3 H, Y( T" B/ O
- tailstep 0 0 0 0 false& `: y( r: I2 ~; a3 ^. l9 y
- size 1.000000
5 a/ x7 Y. ]8 ]/ O5 w! _2 e - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack, U2 g9 Z$ X* a2 E! Z* P
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
9 F+ Y ~+ Y n& c+ V - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim% a3 C/ I" S$ s; ] s% M5 K
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel3 D6 h1 U" `2 I/ L4 o: ?* E3 ]
- animlength 0 c* ?1 d9 r8 k& {' P
- twoside true# i# T; A7 u9 q8 |
- mesh_status 0 0.000000 0.000000 ""$ i. n) n9 I9 k* N/ n1 h+ f
- </effectdata>
复制代码 : } |. g! ]6 @9 U/ d2 S
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effectscene.02
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$ u: a1 ^& G$ B9 [" g, G4 R/ ` - # ######## EFFECT_EMBLEM_DRAGON ######### #9 P! H. J" B. c
- <effect>1 \7 R6 s2 b$ K- Z$ l
- id 1181
6 s8 K: H% c5 H: r. u# M8 B - name EFFECT_EMBLEM_DRAGON
. K9 k6 J+ f& c! w6 H- `, K, T - culldist 2475082071472936200000000000000000.00
5 V' }7 a3 E% R: h) ?. X Q1 c - <list>) n- L+ ]6 T# a( Y4 { u% Z# J
- res 1 sp_yellow_hand
: O) ]) P8 H3 j" S - res 2 sp_yellow_hand) m$ \9 U, [# L; t2 Q. X
- res 3 pt_yellow_short_light_02
+ J @- n! m. G, U" d: j/ K - res 4 pt_yellow_short_light_02* {6 Z4 H& q5 x: H# b
- res 5 mh_EFFECT_EMBLEM_DRAGON" n( o$ e. ?; @1 Q
- </list>
+ B# ?! I+ k$ a/ T - <scene>
- _' @1 Y8 ^) x y% ?! _- L - sceneid 1
7 d4 y9 g; t3 _ - name 1
+ r$ y) i7 _# c. I ^* E - <control>3 J: X7 _/ }$ i( T
- unitid 1; [! S1 l- N9 l8 ?2 j
- active true
/ u: z9 l" H! F( j' w - startposition 0 0 0
8 j) x- q S$ ^0 l- s% X - lifetime 0 1000. r( S8 c( i$ o a7 w: o3 l5 G" a
- animtime 0
( |! {- {* n; n7 s4 u - bonename "Bip01 Spine"
3 C! S8 Z7 ?$ a+ g; M! y - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) : G6 a$ T' F9 M5 |
- alpha (0,0.5) (999,0.5) 5 e+ @- k* F/ V7 H7 P! G
- randomstart false
* I- b' G# E5 e - active true! v+ ? \% A8 C+ o F
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
1 C% X' k7 |2 [' \& d8 \ - </control>5 X; z& C0 j5 Y0 B: M9 n$ |
- 8 Q$ k6 h, W+ Z" K
- <control>
6 o% p, n8 F6 `- F( w - unitid 2; \0 J1 J+ G. [; C
- active true
' w5 w$ j* A) y, E - startposition 0 0 08 [( @: p8 V& v
- lifetime 0 10005 P+ o' f- W* |9 F& b4 K
- animtime 0! {- z; U7 }' O& |- Q3 Y
- bonename "Bip01 Spine" ! G; _; {% k$ _+ G. V
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
: x- ^- I8 O3 E/ s7 w* ?8 Y* q" [ - alpha (0,0.5) (999,0.5) 3 ?- o' {+ n1 r' \
- randomstart false
5 R/ V6 E1 y& X, j7 d4 d - active true
2 b8 S+ Z: e1 ~; J/ j" X3 L - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
1 w/ l9 J; m7 O6 Q' [* O4 V - </control>0 `8 z+ B0 _& d; G
- 6 O1 M9 Y4 O- q2 d( e, F% U
- <control>& V f5 Y4 x( f U6 n/ s
- unitid 3* h1 ~4 T9 v4 K9 l
- active true! Y5 e# u. l5 O. I! f0 q1 y
- startposition 0 0 0
. A: H8 n) c3 J0 \, o. I, i - lifetime 0 10009 P" T! s: ]3 n" j: Q
- animtime 0
1 _: S6 F1 k, j+ z! x& }# X - bonename "Bip01 Spine" 9 Y+ ]: B2 L' @
- scale (0,0.5,0.5,0.5) (999,0,0,0) 6 J1 A# ]- O! x$ X- v: U
- alpha (0,0.5) (999,0.5) - y" V9 E! I' H9 F3 s S! T
- randomstart false. W. X$ S5 [& U5 Y/ Z% w3 k
- active true
7 A+ k1 q! q7 Q! _% _ - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
* E6 j- v) K4 Z3 q. G4 H, S - </control>
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- <control>
$ q2 p* J9 u" K# V, Q - unitid 4
* j% w7 @$ h' L5 c# c' `/ A% w1 t - active true% p# k. o9 L. i& T& q( `
- startposition 0 0 0, p, q3 r1 A( n( k- [
- lifetime 0 1000
: i/ y2 }, }! D3 I3 z- | - animtime 0
% @8 E9 ?6 T- z) i/ H- G) q8 x - bonename "Bip01 Spine"
! Y! c- f& Q m. n w7 y% f - scale (0,0.5,0.5,0.5) (999,0,0,0) 6 O: ]7 @4 u: M5 p& k } O$ q2 e
- alpha (0,0.5) (999,0.5)
' y5 D) O- {( K4 f - randomstart false- a, f) H: w# F+ e6 g# Q2 }
- active true
7 O7 w Z5 [ u& K5 q& b! c. @' g - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
8 e3 Y1 u" |: ~- N - </control>
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- <control>' m% D2 i- y4 c! G; t
- unitid 5
7 e/ g) H1 V( A$ p - active true0 w- L0 m4 O4 H+ V% z6 b' ~. t) H
- startposition 0 0 0/ T) e. g& n# N6 Z2 t
- lifetime 0 1000* c& x v6 T1 c8 G3 J% n
- animtime 16 D- }7 L! r% @: J4 Q6 j
- bonename "Bip01 Spine"
2 q8 i3 W0 [2 Z1 g% S, N8 { - randomstart false
1 ]6 E) J/ f. a, U# ^) G - active true
% O5 ~0 J3 s' j - </control>
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- </scene>
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" y# ~8 g3 B& T1 q# ?2 z- </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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