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图片可以任意修改替换为别的图片
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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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( W* Z- ]/ ?* u* k, B3 Z _effectdata.02
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. p3 J( k% i* H' N. L- <cate> 1
: o4 j+ `! q! X" H+ U - <effectdata> 0
3 O5 y1 P# ?+ I, d' @1 N+ Z - name sp_yellow_hand$ s* o& y6 E: P4 h: c
- unittype sprite
1 ?- F) M5 W" d5 k$ u - billboardtype camera, u0 K9 B3 H9 n" d/ t+ U0 ^$ A) c
- tailstep 20 0 0.1 600 false* C4 n- H9 q2 R
- size 1.000000
& _- Q* S' ~: l - backprint false
! O% d# V3 b' j: u7 M - disort false$ p9 A, Q6 i8 t- ]) e1 S( K* m8 b! G
- texturefile Effect\monster\longch.dds
2 s' {9 q5 ~3 m8 @. ^' @ - texturepack + ^) h/ m+ H7 y9 n
- blendtype add0 Y' G) p2 Q" D5 b( t& X
- textureloop increase% \. V h0 a1 C! h% t/ }
- texanimtime 0* ~ A0 h* t: {1 D1 N5 I3 `. ]
- </effectdata>- V% T$ c; x5 Y8 T c; K
- ( `, {( H8 q7 O$ X" ]3 M
- <cate> 7, {' d, ?" | r1 |* y! C
- <effectdata> 0
3 Z, C3 \9 |7 i9 k+ h. ^* \ - name pt_yellow_short_light_02# g( C6 }# O8 W$ N7 ?- [
- unittype particle) d5 @* K. x; _( D
- billboardtype camera
& P O( A1 X6 K$ }( `. d* v - tailstep 0 0 0 0 true
* M# @! |( L* w. W - size 2.0000004 n5 e% Z0 ?9 c- }( j2 a
- texturefile Effect\monster\light01_orange#.dds
9 s; m' d! l V; Z7 D2 T4 K - texturepack
4 ^ E2 r3 B) a9 ? - blendtype add
* a1 a, O3 u4 ]: ^' M' j$ m - textureloop increase7 [; d1 u6 Q; a, s$ N j/ Y
- texanimtime 0. \# S) ^8 U Y! i8 L7 @+ a
- leaftype sprite
7 i( |7 {( O F( t - activestate exploderange
* W$ \2 c M. _: g4 f& B; F - lifetime 200 2004 a6 V' ]: G# S, h8 ~% `' g( F
- emitrate 30
1 Y1 w( r& `8 Q$ r - maxelementcount 10
* J) z( G7 n4 K, S' {! y- S# F - addrotate 609 }7 K5 P& c7 ], i) a$ H
- velocity 0 0, G1 M2 I9 A% s/ \, e
- acceleration 0.000000 \- {; U. ]* L4 j4 u( r& t
- spawndirection 0 0 0
5 C: {9 Y7 t3 B% X - gravity 0 0 0( l2 l: ~& Z$ u0 C2 Z0 x
- colorrange 0.000000' N1 v* @: u* v0 i! a& ~
- startrange 0 0.5
: E$ |* m a$ ?) l% v, P) s - endposition 0 0 0
, K0 K$ ~3 `7 r# E8 n - particlesize 0.5 1
2 X, {- m1 q' x - followdirection false# ~% K- b; ?# I- d+ {; l
- spawndirabs true7 c! J( w O! ]1 ~' T) g9 r: p
- trianglerender false' W; f2 \9 G2 _
- </effectdata>3 C5 q2 J! N1 h* s( h$ b
' W$ _7 A3 z1 F' p2 q- <cate> 3
) ~3 y0 [2 @# y4 g - <effectdata> 0* M- M2 @0 R: o8 A p
- name mh_EFFECT_EMBLEM_DRAGON
+ I* k9 c' _" [+ Q, |/ D - unittype mesh
. x# H$ `7 i- i$ t) ^ - billboardtype camera
, X: m. |5 q2 ~ - tailstep 0 0 0 0 false
) s, i! T3 z/ a8 e: C - size 1.000000( u& p8 A! i# Q! N' A
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
6 Z( o$ {+ D6 ~# W - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
2 u* L# t4 j) r2 W - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
+ M R B7 @+ g$ d - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel* n9 q# T: ], q
- animlength 0
7 V( X3 ]) q( r0 c/ o - twoside true9 o0 v9 M: }/ f: |8 R! S3 P7 G
- mesh_status 0 0.000000 0.000000 ""$ b! [. j& `/ q+ C' A
- </effectdata>
复制代码
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effectscene.027 Y; @ r2 d$ {% c0 I; U" Y3 B
1 U# T6 ~* w$ k1 ^ n8 C. p2 ~2 l4 N$ s- <cate> 5 game& p/ v3 |* p7 b" O# C; ?
- # ######## EFFECT_EMBLEM_DRAGON ######### # M1 j7 U, q. H
- <effect>. g" X5 H. A7 h
- id 1181
# v t0 [, E" B% V9 z5 k/ {( J - name EFFECT_EMBLEM_DRAGON% t& V6 y; ~1 d' f' I
- culldist 2475082071472936200000000000000000.00
( m5 Y% E w3 a. ]# n - <list>
* D( Y8 S8 ^9 n7 Q8 q. q - res 1 sp_yellow_hand* h+ G$ x9 D; P' W h
- res 2 sp_yellow_hand
' i3 G. |8 S$ {9 \# w& X+ U8 ? - res 3 pt_yellow_short_light_02
8 a) c( w8 v5 P4 }+ |" o - res 4 pt_yellow_short_light_02
) Y: M1 v: S8 A - res 5 mh_EFFECT_EMBLEM_DRAGON; n6 s! U9 q5 @4 G6 t$ c
- </list>
) }& x6 z: J- E - <scene>5 d4 `% m3 E/ k) N
- sceneid 1
( m: J: Q) q. x( Q Y8 R - name 1
9 g- c, R1 V3 Q8 N$ y - <control>' q7 P( B# K+ ~3 T* s
- unitid 15 \( k9 y8 e1 z
- active true
# X. T/ L I ~% X& f' H/ M - startposition 0 0 0
" u: A1 e" S' O& l% k5 `; [7 i, T - lifetime 0 10003 }6 W8 E0 u6 A
- animtime 0
- I' g$ R6 G$ l/ _6 D% i - bonename "Bip01 Spine" 8 D9 [# s# o' {- }) t8 ~) C
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) % |0 @0 b/ V/ s9 P: c
- alpha (0,0.5) (999,0.5)
5 D4 o$ Q: L* X; U$ Y' o# o/ ]; d - randomstart false
" x3 h6 z# h, a4 Q2 R - active true/ `' c) h' [- C8 l! W! h
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 07 s& t# C& k1 R# R
- </control>
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- <control>
, n6 ], b2 i& ^. Y, P; w# R( b" ~5 B - unitid 2; v% @- v$ J+ @" P
- active true
) E. O5 _) _3 m - startposition 0 0 0: @3 A+ l8 R6 g- H
- lifetime 0 10007 r: X7 {! M8 m" J) o2 f) o8 S& \
- animtime 0
& |) V' v. p+ b, v - bonename "Bip01 Spine"
2 R2 g, {- [6 p0 o% w( d - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
% o N9 {: B$ @ - alpha (0,0.5) (999,0.5) 5 W3 \% U* \0 R4 Q: C2 r$ V
- randomstart false, d' w" R T# s5 \( H& c4 x
- active true9 l( k: x$ E' {( c% W- c. E& W
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
* d; {3 G9 t+ G - </control>! W5 c$ N) E8 O9 [
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- <control>
. `1 @( h" ^. i/ _% W) o) e - unitid 3
2 \) i* _# ?1 ]& k' r( q - active true3 o' M3 \! L) `6 }5 [5 _% b4 z
- startposition 0 0 0) B/ F( D/ h m _% \0 I
- lifetime 0 1000& Q) q9 e6 i, |& H
- animtime 0% K! @3 R2 b6 [7 ^
- bonename "Bip01 Spine" 9 ]" u) y! L. B- a% z O" i. j
- scale (0,0.5,0.5,0.5) (999,0,0,0)
& l: D& }& J. A" T7 } - alpha (0,0.5) (999,0.5) % \' M4 g$ b7 k1 X
- randomstart false
5 e+ m* j7 ~4 O$ a4 [ ` - active true8 K' D$ w0 _# C& Q9 N8 m
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0# t7 p: I: v) Z5 w- V# s$ u/ r. [
- </control>( s/ ]& ?7 Q7 b
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- <control>; s- E+ w7 H# w; K6 q9 S0 P
- unitid 46 X1 w4 A% B Z: t% @$ D2 Q: Z
- active true
8 \0 C9 A. H' V$ ? w6 t - startposition 0 0 0
) I) Y9 C7 R, b$ e' h" p- E - lifetime 0 1000% T, ^( i6 y% X: P' I' r
- animtime 0& a' r9 a' @- E) k3 _) W
- bonename "Bip01 Spine"
3 H; K* h+ S2 \! G- D: m" r - scale (0,0.5,0.5,0.5) (999,0,0,0) 8 ^% f4 a5 m' N1 R6 X7 e$ j. |# m
- alpha (0,0.5) (999,0.5) ) m( T% T6 P1 K0 E
- randomstart false2 X+ U0 c, D, G" c
- active true* J' V5 j g! H
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 09 r! q g. ]; n% h0 Y% G; O8 Q
- </control>& t7 v3 s/ o2 F- ~
6 v8 b/ @) }2 f0 C- <control>
' C9 J3 T- n5 [1 c9 Z - unitid 5- ^- _2 P+ @0 X3 a3 G
- active true6 e2 P2 O; x8 U7 N4 J, ]
- startposition 0 0 0
6 p- ^- P, _3 W6 n - lifetime 0 10002 h5 M J* g' w" p% n
- animtime 1( V- d$ h: ]. i7 A/ k8 N
- bonename "Bip01 Spine"
) z7 I; g5 [/ g0 ` F0 p - randomstart false
& n7 X; {3 r9 U+ L - active true
9 L- a9 L3 f& }$ B% a5 J& O - </control>, e% ^( E* q1 k' R* L) n
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- </scene>9 p$ M# O$ k) ]9 d
2 N2 h: c7 w! d& a! L- </effect>
复制代码 & ]1 J; {$ V/ B4 Z# M7 `
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