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0 X/ t. @5 m5 D. V图片可以任意修改替换为别的图片
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1 i0 H- O9 \6 m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 f7 I# U8 z- G1 S8 Q
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- <cate> 18 L2 x7 n$ c9 L+ v: s7 p( e
- <effectdata> 0
) T E8 A/ P) E) _9 ]1 W - name sp_yellow_hand$ o1 q# G5 |. ~
- unittype sprite
/ A2 ]! ?2 w, W% P) X- t$ k) } g1 v/ i - billboardtype camera7 l0 ?% X P0 c6 G7 _
- tailstep 20 0 0.1 600 false
7 E4 E, B" b# Q9 k: c9 _$ E - size 1.000000- g% C |! @& u& x6 i
- backprint false
; n5 {& Z6 d: G - disort false
" T0 p4 ?1 I" s2 X5 u% I - texturefile Effect\monster\longch.dds5 m. R, `' F6 y0 P3 s! Q: l1 P
- texturepack
5 p; v) F0 X# o3 X% C# B - blendtype add L0 \/ ^/ x3 B2 O+ B
- textureloop increase
& @! G+ `& |* p* { - texanimtime 0' @; D# j5 N" X8 i2 n6 a9 }7 X
- </effectdata>
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- <cate> 7
' ~( E, h' i2 l/ | D7 |8 L' A - <effectdata> 0# n, w6 b* r' q _+ \! v
- name pt_yellow_short_light_02
* f: Q9 s2 Z1 k! B% E1 X - unittype particle$ h* K. o0 A' B% T6 A2 d1 X7 i
- billboardtype camera9 n; t+ E) s8 h2 ]
- tailstep 0 0 0 0 true t0 V% i! G* K
- size 2.000000: d; V+ r, ^& j# N z( ?! Y
- texturefile Effect\monster\light01_orange#.dds8 A1 _7 k( W8 W4 V# ~" I
- texturepack
7 U# r' e9 I" _! Q' Z+ e! t- @0 Q1 h - blendtype add
) s* E: L8 ~1 O/ g1 V$ e - textureloop increase, S" o3 @: N+ b) ]6 E- n' X' p
- texanimtime 0- `; H' Z$ C! Q _$ n3 l9 w
- leaftype sprite4 v% L1 L1 f" O1 s! }; L
- activestate exploderange8 ~1 h2 F# A, r4 @) D% _$ y3 p
- lifetime 200 2005 S8 w T @# H% T; S/ @# u2 C9 @
- emitrate 30- J* I6 L5 L& Q3 r" U# T
- maxelementcount 10) B( Y1 d6 r" |; i" W
- addrotate 60
) d. x p2 d2 _3 p3 |; l: |& b - velocity 0 0
2 d/ Q, ]! [' u* n+ t3 T - acceleration 0.0000004 w/ A6 N) J2 R
- spawndirection 0 0 0$ A4 I, q8 i& g4 o
- gravity 0 0 0
. m1 T K( e6 a3 p4 X9 ?, e - colorrange 0.0000008 {, g+ a+ Y% s% d+ s! N" R# D
- startrange 0 0.52 E( b! z1 `- |
- endposition 0 0 07 @2 [( O" g, P6 U+ E/ V9 _# g/ {3 o
- particlesize 0.5 1* G0 z4 i$ D) Y3 x# e
- followdirection false
" M: T8 L3 p: \( B, j - spawndirabs true
2 m9 k/ R. ~7 P - trianglerender false
8 q- ^1 z+ t: ]+ U$ P2 F9 U - </effectdata>
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- <cate> 38 f# F+ U3 C8 _/ ^: b
- <effectdata> 0$ M U4 `' \9 T2 J7 |/ w
- name mh_EFFECT_EMBLEM_DRAGON) c) \ O- | `; O
- unittype mesh
- k& A" K, d, ^# Y1 b6 H - billboardtype camera
* t& K2 [1 O2 |+ b' `9 q; o - tailstep 0 0 0 0 false1 a9 \, u$ S7 o0 k' B
- size 1.000000
1 D( U" |4 b N' J: D - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
! C, @3 A, r! L8 ^ - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh9 ?; L/ g# \+ M
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim4 i8 W" c. m( b r
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
/ C7 V2 U& U; Y1 @' B1 @3 i2 I - animlength 0* F! E( Z! S9 y% Q' U
- twoside true
8 e/ z; P+ f* f, F - mesh_status 0 0.000000 0.000000 ""; m3 |: m) a/ v9 x
- </effectdata>
复制代码 0 U, b* S' _. q: b: w# T
- \; b; k9 c Weffectscene.022 B3 q) M! i3 J6 T. s7 B: f
- u, E9 e o- J9 I5 C/ i- <cate> 5 game( e1 o+ o, G+ Y! x. [9 M
- # ######## EFFECT_EMBLEM_DRAGON ######### #" Z0 i* \7 U" |/ M* l/ v+ c& G
- <effect>
" [ H8 F! I! V- U* u C - id 1181
. w) U6 @2 @5 Q' X8 D - name EFFECT_EMBLEM_DRAGON2 u7 N Q" K0 d) P/ q5 ?
- culldist 2475082071472936200000000000000000.00
7 X2 ? w& r. T( n1 I; c8 S - <list>) U$ a* O- Y7 L
- res 1 sp_yellow_hand
! A+ m7 e1 O, k - res 2 sp_yellow_hand+ y: e) x' l6 r8 d2 v9 [
- res 3 pt_yellow_short_light_02, }$ J9 N* Y; j
- res 4 pt_yellow_short_light_02
$ ?: K9 S( `* R - res 5 mh_EFFECT_EMBLEM_DRAGON$ c, l- x2 z6 ^6 S; B+ b
- </list>
/ J* j9 c* \* p - <scene>" `6 f7 E# e( {
- sceneid 1) }% s8 |3 F. `$ t! V
- name 1
, I" S9 u+ O2 H: x1 U - <control>' |. N" f) B/ q: j
- unitid 12 Q6 D j: a: H+ x+ Q' x, ~
- active true
# d1 w) a6 j+ M# _/ |# i. l - startposition 0 0 0
& w) U7 t3 c$ e9 i9 I. M - lifetime 0 10009 N% J9 ~7 i' b- F( d
- animtime 0
' x$ x2 O) a3 w8 i, @4 t - bonename "Bip01 Spine" 4 p- J# s7 k3 V0 R5 Q: R! M
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ' a9 W( J8 ?; D$ s
- alpha (0,0.5) (999,0.5)
! V$ b2 [# f( g# S' x% @ - randomstart false5 t) Y, x$ r1 U4 s, [
- active true i$ M( n r5 y& D; P
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0- m2 f' K3 n- g9 [ `" s" D g! |# Z. s. k
- </control>( |' D! |7 F8 ^6 e9 G. Q
- 5 k( R- {, ^: d
- <control>
& ]' g, f3 C8 Y# ? - unitid 2; T/ q6 ?# L7 E: S' b
- active true( h( }6 R$ ]# e; f
- startposition 0 0 0
: i x: ?5 j L8 Y1 G% i - lifetime 0 1000& M' n. W! a: y5 a- b+ a
- animtime 0
9 H1 ~" K" d( m1 S! a0 ^2 X - bonename "Bip01 Spine" . G* Z' _) Z$ w; ^$ B' s. M
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
+ | F% M6 a( M3 K - alpha (0,0.5) (999,0.5) % q8 E% A+ Q1 K/ X- q
- randomstart false
% f4 v( o" i* r - active true
+ O/ o9 y3 }; Y) h - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
3 R3 n* S( C, T6 S: v' u0 H+ Z2 w- \ - </control>
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- <control>
: B, ?$ i# @4 m* r- M: J, L) v - unitid 3
- Y. `% `* p+ u$ @1 w3 I* ]& \ - active true
5 o3 G9 S5 I* }; m! [& D3 Y2 R2 Q - startposition 0 0 0
^% R2 r5 j/ w6 k - lifetime 0 1000
' s7 ] R" z& ~ h& q$ ^1 E) c1 g5 d* w - animtime 0/ A! T9 n ]+ z8 U1 _4 }" a0 K$ Q: ^' p; v
- bonename "Bip01 Spine"
" n4 k6 C8 G3 A0 `2 o - scale (0,0.5,0.5,0.5) (999,0,0,0) 0 V5 k% H" W) b2 l# K" h; i
- alpha (0,0.5) (999,0.5)
( [' P5 A, s- q7 Z2 J- s5 N: G [7 @7 [ - randomstart false
/ D& C8 U( z- v, }( f+ U/ u - active true
+ x# x1 ?* b2 ^% b w8 R - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
) s* N4 s# J9 b1 L3 V - </control>
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- <control>
* Z0 j5 g3 ]3 @8 j0 x2 O0 [$ u - unitid 4
# ~6 ?0 P2 a% p) j - active true+ y+ K0 x- b( r; v. B2 Z+ m
- startposition 0 0 0' Z, P* V9 o5 P" ]1 m V1 |/ c7 Z
- lifetime 0 1000
+ U0 T& K% D8 n- _ - animtime 0, T) T) B( k9 @
- bonename "Bip01 Spine"
: E( f. ?: n, L S5 C9 L - scale (0,0.5,0.5,0.5) (999,0,0,0)
) M2 ?- c0 |! e" t# l - alpha (0,0.5) (999,0.5) , S: w9 r5 h6 R' }3 ^
- randomstart false3 ~% H' i" a7 e" V4 D
- active true3 @9 n( ]; B& K+ t) d
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
- y+ h7 Y. t' n: Y' K - </control>5 K9 a* P5 }& W) U
7 h+ k7 F- g l+ q5 R1 X4 R- <control>$ E0 H6 Y# ]' i3 O+ g' b7 Z |
- unitid 5, A! a: I+ `, r/ i, N
- active true
7 g. g6 p/ p' h3 W' H - startposition 0 0 0
9 R1 Q8 L' E# f, S - lifetime 0 1000# E: F) x- Z; \4 c
- animtime 1/ t- |" Y( t, } b; t
- bonename "Bip01 Spine"
+ Z- u8 c* o3 S9 K7 p' W d - randomstart false
3 r Q1 f( I/ J9 h, ]0 @* z - active true8 Y) @/ ? t+ p( H% X/ ~ b2 n1 a+ h
- </control>5 ]: @! @+ s# p4 i @/ g
7 H; c! j2 O$ m! B+ p4 q- </scene>+ ~. @3 _! a. G4 i& z
; B, J/ z& \ {, t* }- </effect>
复制代码
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