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t, U- @4 `) O$ G g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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2 i, `3 Q! x. Ceffectdata.024 x# |/ L7 f! p) K- N
& Q! S/ R( H4 A4 c/ a1 `- <cate> 1
$ W7 T7 i0 g7 W! c/ I/ V - <effectdata> 0
) q# [$ C& P: C4 z1 k5 [ - name sp_yellow_hand, j1 ]5 F8 x2 O; v+ ]: H$ Z% o
- unittype sprite
7 i7 v1 N/ M" |% H! t - billboardtype camera) A) k: l$ M+ \! Y
- tailstep 20 0 0.1 600 false5 U& r( K0 ?( I; k# d+ @! G7 H' Z
- size 1.000000
/ g& Y9 E5 {/ |! C( j4 T7 J - backprint false1 U4 g( w& O! {4 d ]) [
- disort false' I% z1 Z( X; q% R6 f
- texturefile Effect\monster\longch.dds4 ~ H5 l4 I! w% m3 }
- texturepack
0 p7 Y' i$ r P1 O+ {3 t - blendtype add8 z8 `" u/ s2 [- H# y; @
- textureloop increase
# c% N, W6 l5 G! ~+ k( w - texanimtime 0
, u9 j* Z+ l! G4 T- p; |# j! x - </effectdata>
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- <cate> 7, }! ~) ?: ?5 q' q) ~" R) A
- <effectdata> 0
: v) x, \, _+ i; v' _: ? - name pt_yellow_short_light_027 K4 |' A1 v8 ?& V! \& ?& x3 L2 p0 \
- unittype particle
1 ~; D3 ]" j% t+ C1 }+ f0 z - billboardtype camera
$ A# j! K& Y, Y |$ U2 Z4 U( t - tailstep 0 0 0 0 true; \6 h5 x! @% Y) j0 g5 B! R2 ]
- size 2.0000005 t; D# Y5 c6 x9 R; F
- texturefile Effect\monster\light01_orange#.dds7 W" Z8 I" o: r3 o* _# b8 o+ H
- texturepack
' v5 i* W* o, H F! k - blendtype add
2 H, t$ Q' t, B% N/ u( {" v - textureloop increase
' c9 [/ X L8 E4 w - texanimtime 0
: G& J1 Z/ O* s+ A1 Q - leaftype sprite/ C w# a2 q& `! k& O; _
- activestate exploderange
" `% z% {1 p+ d* G7 m - lifetime 200 200
* j: ~& X- i& q0 l - emitrate 30
+ F" Y7 ?2 x, w2 F8 L( j - maxelementcount 10
: A. _1 ?* C1 ?) b - addrotate 60 f+ Q. Y% N2 L& g0 U
- velocity 0 0
) Q4 q* H Q5 O6 p, a2 X - acceleration 0.0000002 |) G" i1 O: j2 i& X
- spawndirection 0 0 0/ M6 [& ^* V- Q; {
- gravity 0 0 0
- z) c |: n! B7 x - colorrange 0.000000
+ ? }5 m7 U* B3 L4 A - startrange 0 0.5
; F% v1 D2 Q C% b6 w; b; y7 A" Q" ` - endposition 0 0 09 `0 \7 Y8 J; S% ]- i# k
- particlesize 0.5 1% L/ z, G" D- O# P2 }2 g5 q5 v
- followdirection false& R+ i4 t, V. @5 y' m2 M4 e% p
- spawndirabs true
6 f2 J. O5 Z, C I* I - trianglerender false
# X6 D% N9 P" ~ - </effectdata>
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2 Y1 q; C) ^4 y- <cate> 31 J; v# U& S5 t% A
- <effectdata> 0
2 X2 F) N! _; T% E* e @9 | - name mh_EFFECT_EMBLEM_DRAGON
1 ^; o1 ~3 F, d3 S( Y0 T - unittype mesh
. @) c; d, p1 o8 W* G1 c8 U - billboardtype camera
$ \( Y) z+ a$ |, W: P0 e - tailstep 0 0 0 0 false
2 N$ C+ k: ^$ x# I2 G4 ?4 H - size 1.000000
9 j9 i" e+ ` ?" Q' Q - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
; S3 L- N( ]$ t2 V" v - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh$ o9 ~, ] Q- c1 W
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
; M3 d1 g) m# z5 T' K5 Y - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
" H: ~9 v5 v+ K# T. D" L* R) x - animlength 0( L: i6 W9 S6 ]% C. F+ E
- twoside true* d! q: d" O# R2 z7 Z. }
- mesh_status 0 0.000000 0.000000 ""
+ J% a9 |. |8 z. z/ o ]5 o - </effectdata>
复制代码
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/ U* F$ j, D7 ~6 m) d3 \effectscene.02
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- <cate> 5 game
* J D: i& P$ S" O - # ######## EFFECT_EMBLEM_DRAGON ######### #
: i5 L" D4 h3 ?/ v( F - <effect>9 m- O3 j9 F3 u" W% z
- id 1181) v8 W/ f% q" [2 R8 j/ u" C% m, U
- name EFFECT_EMBLEM_DRAGON2 L# N2 G7 J: \4 N6 ?0 y8 D
- culldist 2475082071472936200000000000000000.00
( R R0 R, @2 T) I - <list>
2 P; c1 {; i8 Q- V4 V9 P& t - res 1 sp_yellow_hand: k$ \* d6 ]+ x/ Y
- res 2 sp_yellow_hand, D- Y0 b$ w) j( e& y
- res 3 pt_yellow_short_light_02
: S& R0 B6 F' M: D* v; m+ m2 E6 y, P - res 4 pt_yellow_short_light_027 e( h _' E% n2 l
- res 5 mh_EFFECT_EMBLEM_DRAGON9 L. D$ U$ i4 q, Z% b5 j
- </list>) V6 F7 q) T9 ?* m
- <scene>8 b ~' X- L4 V
- sceneid 1
( H6 H1 J7 m2 Q$ @" c5 E - name 1
) `6 r5 `! b ?# {* e/ n - <control>4 u4 q2 ~. B. H* f/ R
- unitid 1
0 l1 ?. F4 q4 {8 z2 u4 y - active true/ N3 G2 o3 q& F( f+ |( O$ X
- startposition 0 0 0" c! ]. o- v+ D3 E) a
- lifetime 0 1000
/ s7 V/ G# G( P/ [ - animtime 0% u1 `; F7 b( y5 i0 S& ~
- bonename "Bip01 Spine" " v* u( C3 R' Z# `
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) " B2 Q# w/ c: ]! z3 \9 u* k
- alpha (0,0.5) (999,0.5)
K4 S( [' v0 l& C | - randomstart false* d( n6 p. u0 p2 U- x& \
- active true
9 S) T% z: ]( m% s) f) Y- _ - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
5 P$ X+ S8 q; e6 n. ?3 B) v$ S( I' g6 c - </control>
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- <control>
7 K' r; o+ k. L5 s - unitid 2
( g8 c4 G2 R+ {! w$ f! L - active true
1 o1 y( U: c. J( I( }6 J - startposition 0 0 07 t1 J% l I* g
- lifetime 0 1000: r( l: E3 O+ ^, l$ H l" u; v
- animtime 0' ~! a/ T: s+ Y) Z/ ^$ }' S. M6 Z
- bonename "Bip01 Spine"
/ X7 U \ J0 O4 R: g, J - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
3 g0 @! h, s* Y+ K9 x4 b - alpha (0,0.5) (999,0.5)
8 Q5 k% j9 W1 `- k# B! F - randomstart false
3 p- {5 ]* `- n% { - active true4 B; i# u: A9 e' C
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
. B: F3 R1 K6 E* e6 I - </control>+ @3 P3 p3 S( l5 s
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- <control>
2 Z) ?2 _3 V0 N! _! v. M8 h - unitid 3# O: x [2 H5 H8 C
- active true, ]* W3 ?+ A, o1 G; Y
- startposition 0 0 0 E8 O2 b8 S8 u$ w
- lifetime 0 1000
2 Y: s% f2 Y, } - animtime 0
3 }* s8 f9 ?( R% Q+ L) x - bonename "Bip01 Spine"
# k% }8 w6 ~, s( d9 u$ L$ s1 P - scale (0,0.5,0.5,0.5) (999,0,0,0)
0 V0 _; e& B8 I - alpha (0,0.5) (999,0.5)
( ?6 {1 b9 O! L% v. K# {0 m* K" | - randomstart false
- U+ _9 w! `2 V. t( p0 {1 X) t - active true
% i. Z# f. J- c) s' r, X - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
5 `, y, M' H* t8 k; }: F, { - </control>
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: K9 B4 }: o8 k# s; ~7 R- <control>
. f$ R! N' w) n5 t. a& y o - unitid 4
* J, _7 [' J( d& u1 W0 Z - active true; K4 z6 A5 @( w7 g1 w
- startposition 0 0 08 O! r. U' W8 y; H0 L& q& f
- lifetime 0 1000
. Q- j: J1 ?1 z/ p: ?0 @2 F/ p, r - animtime 0
/ k0 `1 h8 l: S% A0 s, n* ] - bonename "Bip01 Spine" + `9 }/ U9 B P7 a+ W, t- G! B
- scale (0,0.5,0.5,0.5) (999,0,0,0) 0 _- x9 g# q" G' ~6 n/ K' r
- alpha (0,0.5) (999,0.5)
+ Q- q" `; U8 F9 v0 k) F" J% D - randomstart false
+ k, J0 V8 w( f; g - active true
7 Z1 y4 o& p7 ~# q: x4 \& [0 {6 R - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
" z% b7 ^" E7 r - </control>
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9 y& d0 v( z% `0 F q4 G- <control>
7 _; [* H: Z) z: W6 U - unitid 5. w* l, _9 }5 ] W: y/ ~) R
- active true
8 n5 j2 |+ ~8 U - startposition 0 0 0
+ h; J# @( O) L c2 o r - lifetime 0 1000' ]' T8 t9 a" R1 E- a* i9 \$ Y
- animtime 1
* [( }: E* _/ j/ d& Q - bonename "Bip01 Spine"
& |* Q/ I: T6 k- \* p1 f- Q, y - randomstart false
; j) |& e) E2 [. J4 n' ] - active true
1 _6 d. f, Y0 I8 m& P6 {' l - </control>0 B# I" O5 c) s8 H
' H- t0 |. d$ F4 V" k3 `# J- x8 P) X- </scene>/ ]6 O1 L2 U* N& o+ V& I
$ |& c1 o) G7 O1 k* y" N% v- </effect>
复制代码 5 r; O+ z2 p& }7 A+ a( a3 B# D
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特效.zip
(408.85 KB, 下载次数: 2, 售价: 10 贡献)
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