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2 h+ y) l$ G/ V) D图片可以任意修改替换为别的图片 5 ^' p- g+ c7 d; Q- r: ]1 W
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& H6 x. C9 e' l/ F5 N' M; k注意下面代码不要直接替换 这个是需要手动增加进去的- [' q: H! G+ e, ~* j; g
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effectdata.02
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- <cate> 1' s1 A; J3 ]9 `+ m
- <effectdata> 0
. C/ y2 _+ O S - name sp_yellow_hand
, c6 }5 b6 [0 z2 O2 V s' P1 u - unittype sprite
& G* u" U2 ?( n, ]& _ - billboardtype camera
4 U( A& ` |* m9 E! q9 Q& P2 v - tailstep 20 0 0.1 600 false( ~, \2 Y+ F, {' \8 @, h& ?
- size 1.000000
" p2 |0 F- {& X! w% W - backprint false
; K# ]/ P5 `( [: t' O3 K$ E - disort false
) G% d: \* j0 w& v - texturefile Effect\monster\longch.dds5 k+ j' q8 j6 v1 S1 H) T# R/ K" H
- texturepack
& N: r6 U- J9 Z1 l2 m9 L( f. b/ | - blendtype add
' Z: k1 E/ a: {: h: @* P - textureloop increase
* M& {7 Y; q4 c# S - texanimtime 0% N# {% X) m0 ^; R/ N9 z, V. y* S4 k& l! G
- </effectdata>
! i) k k! s1 o. h6 M/ x) ]
. L- l7 P) t$ }3 B5 l- <cate> 74 p5 G/ R9 s8 v
- <effectdata> 0
# Q% N+ {6 k8 ?0 W* i% I" N - name pt_yellow_short_light_02
d, ^2 i. F( s9 b6 E - unittype particle
# e5 V) q o3 P ~4 t& d - billboardtype camera
" a, x* `8 ~! x; @2 y* S- u/ j* e - tailstep 0 0 0 0 true
- b6 }2 ^: J$ W- ] - size 2.000000
0 n, U( i3 H9 A" Q$ M9 E7 ` - texturefile Effect\monster\light01_orange#.dds0 t5 Z, b1 Q; d" e8 G
- texturepack . X8 u9 j5 ?6 I) l* ~ v O
- blendtype add! v! O& D" Q/ T% f3 N( s
- textureloop increase8 g6 ?5 ]3 s3 K3 g1 ~/ M _9 r
- texanimtime 0% T5 D% \# z- q( }
- leaftype sprite
" v0 {: ?8 Z# c - activestate exploderange
3 }" m8 X9 }8 q4 ~ - lifetime 200 200
- B/ c$ n3 E: ]/ m1 D! i - emitrate 30
* u! |( U/ U, f5 h: n$ ~ - maxelementcount 10' x: v8 l) p2 ^% K: U* X; n" R, j
- addrotate 60; J2 S" y6 M0 T) m7 t; l
- velocity 0 04 r5 j+ @5 R0 x4 S5 B1 Y7 Y8 F
- acceleration 0.000000* O& g: W$ A5 N: N% ^2 Q5 N
- spawndirection 0 0 0
2 T; g6 E' z1 n$ a) n - gravity 0 0 0
+ ~* F, y1 s+ u - colorrange 0.000000
2 M5 F+ Z3 }. J& A$ h - startrange 0 0.5
$ _4 d, i7 \! ~* _ h1 s* e - endposition 0 0 09 R( A/ b; |- t# H) M4 Q
- particlesize 0.5 1
1 S7 ]$ K& G c$ P+ k1 M e6 X - followdirection false7 r0 _+ M; ]* D. ]- }
- spawndirabs true+ E3 m" E+ L& E5 T2 ]
- trianglerender false" e: |1 F: q! ?6 x/ K; M4 @
- </effectdata>7 n( F: W+ R h2 N' x% G5 e
- 7 H- I) y5 [9 K& S" b' H, U. R$ G
- <cate> 3
- ~" ]! s& s8 s: O% [- a' P8 S - <effectdata> 02 I1 G& e, B, {6 Z" R
- name mh_EFFECT_EMBLEM_DRAGON9 P! Z( u) O% L& N
- unittype mesh
$ O: ~2 @# w9 D4 H( j, Z' r - billboardtype camera1 a# |; _/ e# B3 u% W
- tailstep 0 0 0 0 false, q$ R; d# n' ~/ g
- size 1.000000
" G0 p" }- _$ w' p7 J' K4 t, R - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
( k; \, c3 g9 Z7 V! b$ g - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh, X& O. G4 d8 @: M: k9 y, B. `) D
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim7 g- c9 E6 g( p$ Y- y
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
# O# I1 O0 b9 W& P% k2 A7 Z0 y; x - animlength 09 r/ B. E6 i* x. |( w6 @$ A; B0 I7 a
- twoside true5 o5 S) l H$ I& D
- mesh_status 0 0.000000 0.000000 ""% K* i. F% e" l0 F' d( T9 i
- </effectdata>
复制代码 }& u% p% ?& k9 g) s& P; r- D
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effectscene.02
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- <cate> 5 game
4 R2 {0 q$ W! j( O; u9 w( y) r - # ######## EFFECT_EMBLEM_DRAGON ######### #6 L! a7 { S5 R
- <effect>
, E4 F. t! [$ f+ _2 E s) t - id 1181
+ H( q+ {, _( R+ K& ` - name EFFECT_EMBLEM_DRAGON: ~9 L7 q/ i( W" c2 L
- culldist 2475082071472936200000000000000000.00
) ]3 U* @- y# X! Z: D( { - <list>0 o( ^8 ^+ M" I, [2 G
- res 1 sp_yellow_hand
! g7 h A3 I: J5 H% g9 v - res 2 sp_yellow_hand4 |1 w% v5 p, ~1 b% c
- res 3 pt_yellow_short_light_02; U& H$ H5 d) P3 Z6 W
- res 4 pt_yellow_short_light_02( {9 Z# O! X5 r+ `
- res 5 mh_EFFECT_EMBLEM_DRAGON
8 D1 i. T% _6 ? - </list>, h' V, Z1 X0 M3 P
- <scene>
1 a# V+ g9 {5 H5 u% a( n - sceneid 1
, J5 `3 ~7 e/ z& F+ n E7 m) h7 I - name 1; [% P6 \* B) t* A; Z& ]4 O
- <control>
, | a* {: Q4 K' R3 B; K - unitid 1
+ `1 q( d% V5 d( \+ T+ N. W. I - active true
; `# T- M1 F8 a5 j - startposition 0 0 0) x5 y1 G; t5 V% F: L
- lifetime 0 1000' D6 D6 L- y- s5 H
- animtime 0$ y$ _- D% W, f* q) g% h! J9 ?( l
- bonename "Bip01 Spine" * n& G2 e/ j( ?) E9 x: C
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
5 H0 P" c+ B0 @4 _; |1 l. n - alpha (0,0.5) (999,0.5) M( G- l `$ C7 s
- randomstart false
/ d; T4 Y7 \6 @) h1 e - active true- I; y* N( Q4 n2 N. U7 b' E/ ~0 q
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0! C. G" o ]% a1 b3 O: j+ Q* m
- </control>) Y3 K$ |; g7 o1 r
- 3 r/ D8 z, s3 ?) E' b0 R
- <control>
, o( j1 }7 i# R" F1 S: E - unitid 2$ b& R! G$ W) K" \8 m. L
- active true
; x) @$ k% U7 X+ u - startposition 0 0 0+ @4 o, }3 K+ @- g7 l3 ]. H! V
- lifetime 0 1000- }7 r' z; A" E& C
- animtime 0
$ F. r. @% o' ? - bonename "Bip01 Spine" 9 {* S( Z" E& @) n
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) % w2 b! n% B0 W5 J5 D# L
- alpha (0,0.5) (999,0.5)
' L7 c4 D, X; t" @ - randomstart false
) x& ^% `6 O4 d - active true5 V& `# V) E0 S) [" O _) Q# F: s. k
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
0 z, N( D0 ^: J - </control>
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+ Y( m' t+ S v8 t) w/ ]- <control>
. |* I- T& x* e - unitid 3
+ L8 T* S; k$ S) Q* O - active true. b. L$ t2 Y _
- startposition 0 0 0
- R' b5 @# E) o8 I- K9 x - lifetime 0 1000
5 q6 @- J$ t- X! F- T, _) j* _ - animtime 0
% o) P, W9 O. z8 P - bonename "Bip01 Spine" ( v2 u0 D( ^6 ]6 w1 S
- scale (0,0.5,0.5,0.5) (999,0,0,0) 2 @ Q+ g$ j8 L+ d* n
- alpha (0,0.5) (999,0.5)
- X" j6 k2 K0 [. H. L$ I8 M/ X - randomstart false
; W! [ X1 S2 I' ?" [ C - active true
9 P6 d( Z- B5 [0 j - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0. @0 ?: X4 q0 h x' Y" W) ?9 |
- </control>
& [* {; S) J) n+ h
, |$ r7 B$ Z$ L: T* l8 K# e, a- <control># ?4 S% N7 |* D: m# X6 Q% X% s
- unitid 4
" G& m% Y+ [' c( r0 y; M, i6 u) t - active true6 o. z" N' o! {: W. Y4 a/ q
- startposition 0 0 0 Q% w* `4 Z3 @6 R# ~
- lifetime 0 10004 }+ d$ w- S/ Q8 z2 y
- animtime 0
* a$ x9 q: Y8 x8 }6 G - bonename "Bip01 Spine"
6 g; z0 L2 Z% Q5 U% ] - scale (0,0.5,0.5,0.5) (999,0,0,0)
7 u) i( Q4 ]2 L# A9 [/ V - alpha (0,0.5) (999,0.5)
& m" X1 G" X5 K0 f: G: Q - randomstart false
: S3 K/ I" T' j B/ p - active true
0 R# l. j1 H. t* b9 U0 r - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0 z# b. N4 n3 e/ b# ] x
- </control>" ?+ O; T: G2 I0 y9 }0 q) q
- 4 z4 B" i' p6 d. {1 E/ e
- <control>
1 [* c5 L! [0 \ - unitid 53 U! A% J- R$ i w% W4 s
- active true( ~0 q* Y/ H" `; e8 o# N
- startposition 0 0 0# S t0 g6 r: O1 @% f! s3 {
- lifetime 0 1000
. V( L& S( H/ I9 z# ?; s1 ~; K - animtime 1
6 z7 N- g6 n6 u, @+ b) Z( d - bonename "Bip01 Spine"
2 L' F1 C) Y9 ^3 E3 M9 t - randomstart false$ H1 M& \( u7 w7 Z6 F8 D
- active true
* M+ C) ^+ g, {6 }3 I - </control>5 d4 c. Y! x9 L2 p7 Z
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- </scene>5 @9 ]; X2 e* b0 L9 L* t& f
- 3 e2 O- e m; J3 Z$ g
- </effect>
复制代码 4 Q# o( c# }2 u* h( U
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