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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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9 H; L2 v& e+ c! c' @. h% @ veffectdata.02' Y5 c" P/ W& O: I' m$ [0 v
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- <cate> 1
' D d1 X* T# [, b* X9 j9 h - <effectdata> 0
* O# T6 N4 @+ R3 {# R - name sp_yellow_hand' @: J3 i8 r7 ^" @; p
- unittype sprite
3 F( P+ C7 J) q* c) F1 ]; [ - billboardtype camera( F* _" p+ M3 y9 C
- tailstep 20 0 0.1 600 false% e- I: \6 n( R+ f! H/ d. r# @
- size 1.000000
! x( K$ v0 I' Y% H) q- J& v - backprint false
6 w! l: F9 G. \% J2 B# |$ ~ - disort false
2 W" V$ z& H* b4 h' v. B8 V4 K5 U; M - texturefile Effect\monster\longch.dds' h# D F: w1 M
- texturepack
! ]4 M' B3 v( f; j: { - blendtype add' ?3 @+ R5 m) W( H' t& ~" ~! E
- textureloop increase. I* }7 Q4 J) b0 g: ?
- texanimtime 0
6 P5 P F4 `' `: n7 H- e - </effectdata>
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- <cate> 7) b& A0 V: X3 W6 V1 k4 z2 {
- <effectdata> 0
+ k6 z. ^' `( k- o% u0 @ - name pt_yellow_short_light_02+ ~; f5 c& a/ S) P \
- unittype particle
/ J* m5 {- X1 r, A' O - billboardtype camera: n/ `# |3 S" n8 B' Y: x: Y+ i
- tailstep 0 0 0 0 true* }. \' e, o9 i6 ]) O- A
- size 2.0000007 U0 Y, r% M0 H; L, _% ?
- texturefile Effect\monster\light01_orange#.dds
1 J- J8 D: ]4 N* o1 \% b8 k% \/ K; p - texturepack % V- @: a: S7 q- P; R6 H! w
- blendtype add1 w9 @# A! k( ?: \6 \
- textureloop increase0 @& ^9 Z2 n- B4 f3 w3 l
- texanimtime 0
* A, D1 S* n7 t* s5 S' R8 E - leaftype sprite
6 K5 k5 `7 s! C5 W# K" X - activestate exploderange
# \8 C- Y6 m8 E9 z( ^2 r0 K2 s+ a( d - lifetime 200 2002 d# k% J l7 H
- emitrate 30
' S0 I! i L* D; E9 c- \8 H - maxelementcount 10
* u* M' \2 v$ [ s' L - addrotate 60' y( s5 h2 Y( o2 l# b
- velocity 0 0
/ N- b3 Y/ _3 n1 R/ A - acceleration 0.000000
; U" Q1 H8 W/ F' j7 Q7 I - spawndirection 0 0 0
* i5 ~/ T3 K1 g) }/ x3 y - gravity 0 0 0
9 m" }; _" a( g3 c7 q+ R) r1 V - colorrange 0.0000006 `% v- r, K; F4 ~
- startrange 0 0.5
# \8 \1 R, t- B& K* e- D$ U - endposition 0 0 0
; ]( w+ t6 E6 A D' p - particlesize 0.5 1
" h4 L$ Y1 d! {, z - followdirection false' w* r$ ?2 ?! \& g2 I1 E4 | w
- spawndirabs true" Z* d8 b6 H1 q' \
- trianglerender false
- Y( y, W* T6 @$ L4 K0 `' K' C4 I - </effectdata>* C/ _4 V0 U; T( U/ x# v9 x( `
- ( z* \0 e; U q" U% G2 ]" C( q
- <cate> 3
, B s4 i/ E) Z- b - <effectdata> 01 I0 [' ?/ }" b
- name mh_EFFECT_EMBLEM_DRAGON, x! W8 d0 q4 C
- unittype mesh& B" T, W! v; o, q
- billboardtype camera
% ^6 u8 S4 [/ H! _- X - tailstep 0 0 0 0 false
3 t7 K% A/ X4 N' U1 H5 Q - size 1.0000009 ^2 d* j% o: D' m) E$ S: l) n
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack" ^; N3 T. d2 j& W4 r6 z0 E
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
3 n: s" r! _" L; [/ D - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
6 N2 |% m# w( K" ]6 j E - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
2 e( W$ U7 U v - animlength 0' r& c' s. f5 y2 J
- twoside true1 U1 k9 u6 \) u4 Y* V( L: e+ R1 M
- mesh_status 0 0.000000 0.000000 ""
" }0 S: c* W9 F+ P' c1 J& ?0 ` - </effectdata>
复制代码 : {( j& Z0 i8 V5 y2 z
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effectscene.02, P; h! i0 t/ g* w/ [9 t' i
3 x) K4 F* X1 _- <cate> 5 game
7 b3 [' }, e- L. R4 B$ R - # ######## EFFECT_EMBLEM_DRAGON ######### #
5 V0 d5 a* u5 e3 |0 B- G1 [ - <effect>, S! z# }. Y" j7 n) V
- id 1181# j9 [/ F7 k6 G; X/ B
- name EFFECT_EMBLEM_DRAGON ?0 X3 Y7 U, i* e, h2 A) H
- culldist 2475082071472936200000000000000000.00
2 O/ c- d3 L, O, Y( H8 g - <list>
; x$ h; P: L6 G+ t4 d/ i - res 1 sp_yellow_hand
- G! }- K) l6 _- G9 [) t5 _/ q9 G - res 2 sp_yellow_hand
6 C4 H7 {0 l" x2 K; Q1 d2 W4 V - res 3 pt_yellow_short_light_026 M7 _/ h _" C. T9 j5 v
- res 4 pt_yellow_short_light_02
" A$ O4 Q. S+ m f% P* e5 p( N - res 5 mh_EFFECT_EMBLEM_DRAGON7 @7 X1 C. D& `2 V
- </list>
) u6 V# k7 h' w6 f - <scene>
6 k4 U8 d" s( x( P2 j! Q/ B - sceneid 1
$ R, y2 `, Y3 h4 e! @ - name 1
8 W9 C+ P8 k, ?. z, \, u - <control>: F/ ~. A4 g9 U: g
- unitid 10 i1 k: \0 s$ V5 y- E- W& D! L
- active true8 }3 x( U1 B: O1 H7 j
- startposition 0 0 0# D# a4 O/ v! r. k3 n" b
- lifetime 0 1000
7 B" J9 j; {+ J! T' @ - animtime 03 n" C s8 L x) J" X2 z, I) m. p
- bonename "Bip01 Spine" : D! l) V; k3 s# }7 n
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
A5 {& v, I: n - alpha (0,0.5) (999,0.5) 0 }- \; ~$ j( H) K9 y$ y' `
- randomstart false
9 X$ s. S5 V; ~( p - active true9 V/ @5 M8 z# P: }* F8 h
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
+ D+ k6 Y* A7 Z4 T* X, C - </control>& F* @$ X$ D' ~: k4 U9 x
, B: _5 c s1 K+ O8 d; o- <control>/ T* R m- H5 Z) s; a! T4 }( M
- unitid 27 T% d% }, v* l9 j( ], v3 {: F
- active true
! z3 b/ w5 \" r0 J, A* r - startposition 0 0 0
4 x- |7 \3 g3 O3 H - lifetime 0 10004 {4 c: g+ b- {% ^
- animtime 03 T; E- _+ F# Y5 |1 m
- bonename "Bip01 Spine" 6 S1 P; i( E U( Z6 ]* u0 V: w- B
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
! C% J/ _9 O4 t, x- a& W3 f - alpha (0,0.5) (999,0.5) * H/ m, Q/ l7 x$ h7 N
- randomstart false+ d }+ n* ?2 d2 m4 d$ w9 g% q
- active true( v8 W+ N7 X: D% ^
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 03 @' O/ b+ h, H% F" v- T
- </control>2 q* v" K6 e0 z8 @- C7 Q D( n" N! s; Y
& \$ s* x" f( f0 x- <control> [- m) w# _6 \2 @
- unitid 31 I: c0 `) E1 z) \' Z. W* H, y- Y
- active true
7 H3 P/ B( G6 R+ V: S3 B. T3 e" C, a - startposition 0 0 0! J- A$ d. S, d) ~7 S% \" z
- lifetime 0 10004 |3 U# b# S$ H, l' i/ t5 |
- animtime 0
- j; z1 `4 K* P0 M/ ?$ e# O - bonename "Bip01 Spine" / F! ^3 E3 f/ _6 {, N. s( x9 ^
- scale (0,0.5,0.5,0.5) (999,0,0,0)
% O7 `3 I7 A- ? - alpha (0,0.5) (999,0.5) ; z& Y& T$ c: w8 X9 ]! ~
- randomstart false* Y: A/ X2 b( F
- active true, F2 Y5 P$ F5 q. p# ^9 R; v F: }
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
; v' W: ]- M4 M: b$ @ t - </control>
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- <control>1 e' z9 v' c) p# i! u5 \
- unitid 4, b& E7 F! L2 k! t: V1 i+ E
- active true. g( l6 f9 {1 X7 a4 x. R
- startposition 0 0 0
4 M! i( ^7 i$ r O5 W7 F - lifetime 0 1000
/ j* V; v7 ~# T - animtime 0
( Q7 Y$ ?& E: u, p( J4 F - bonename "Bip01 Spine" . q; y% g d1 x4 h5 C# g( m. e
- scale (0,0.5,0.5,0.5) (999,0,0,0)
- c7 `+ k3 z# \. ? - alpha (0,0.5) (999,0.5) 7 p8 M- q! {4 F0 ~& E
- randomstart false
# R6 |: s8 ?% A" H - active true
% r6 ?$ D! ~, h: @/ e" _8 J. u% o - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
$ ]) j( c7 ?. a - </control>8 [8 {7 K% I9 V8 s
4 h1 @5 Q8 H8 o- <control>
* X4 T3 U& Z& ]6 c* _. N O - unitid 5
) @# M8 z. n2 F# B, K$ ~+ W - active true$ W. a+ u% ?+ a0 ?( S+ n3 v, ?2 D
- startposition 0 0 0
# `) t( `0 p0 M/ v- E5 ` - lifetime 0 1000
6 F- j7 S! n& y0 g) _- J/ v - animtime 1 S* r3 U2 \/ S$ u2 Z) V9 G5 H# y
- bonename "Bip01 Spine"
# j9 J+ T1 z; c1 _ - randomstart false
, ^' R5 _. c, s' x7 s+ ` - active true
& Y, c4 y: S' C3 i. C/ s, p' L - </control>
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- </scene>2 ?2 l- J9 j7 I& V5 ~9 Q4 H: m
- + f! z( s' }4 Q. O1 O
- </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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