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图片可以任意修改替换为别的图片
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! |* g4 @# m& T注意下面代码不要直接替换 这个是需要手动增加进去的! Z2 \; m! n# O8 l+ K F
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effectdata.02
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- <cate> 1
# P' h+ ?2 L# L( n3 S- b+ O - <effectdata> 09 k2 k+ T9 T# S
- name sp_yellow_hand3 M6 ?, Y6 I' J# P( q0 E# M3 z7 W4 L
- unittype sprite# o* z. d+ f( i' ]" k6 j5 w5 l, K
- billboardtype camera
! G) `" p; g4 p1 k' o t5 j - tailstep 20 0 0.1 600 false, N O% h* ^: @% m: t/ n
- size 1.000000' D# G: y9 C4 n+ K
- backprint false
7 n4 g* E) ?3 J( p# J+ F& l - disort false
# X1 r: C" x: l; ` - texturefile Effect\monster\longch.dds- I9 x# v# V- o, `
- texturepack " M# w) y+ P& D }! k1 i1 n! N
- blendtype add$ f$ E h9 n3 |0 k1 ]; ]
- textureloop increase
; O5 j6 a( @7 g0 y; s* L- J0 W$ s - texanimtime 0+ ^$ U% {, ?! h$ B* @
- </effectdata>2 q1 _3 ? w* J) `
4 r+ V; O, S( G: d- <cate> 77 o2 I( q- \1 j; ?% A" i
- <effectdata> 0/ e7 w& z" Z$ P/ y
- name pt_yellow_short_light_02
) s1 U( n, U; C# N, S4 k6 q - unittype particle; Z) G; w% Q6 ?; F+ h+ @4 O" A$ X8 L2 `
- billboardtype camera6 }; P$ h6 |$ w
- tailstep 0 0 0 0 true
]' ?. Y5 K: W: K1 T- ]" O - size 2.000000( j! R' u' Z) I/ \
- texturefile Effect\monster\light01_orange#.dds
" ]' K; G. T2 b6 p' x. f3 u, Z# f - texturepack
% }: `3 n# B1 L2 D+ @ - blendtype add( ^0 [( ]7 l# |9 S8 j! G$ v4 |0 ?
- textureloop increase: K* y$ I2 y; B8 J6 s9 L
- texanimtime 0
0 N5 l3 U/ L& l - leaftype sprite* `& D2 ]+ c$ y" j1 Q
- activestate exploderange
: A' ]/ f4 Q) {1 w: L `/ k - lifetime 200 200" }4 p' ?: ~" t
- emitrate 309 U0 r l0 n' U9 B
- maxelementcount 10+ d8 [/ a3 [% P" G F6 R
- addrotate 60
- J5 [* D9 Y+ C' H# Z - velocity 0 0
8 S4 H1 q' x" k; Y; r - acceleration 0.000000
; o: K7 }( q2 L, ] - spawndirection 0 0 0
7 k* _0 C5 n! b, C - gravity 0 0 0
2 |# u) I: i: T! \! _/ S - colorrange 0.000000- ]* V4 I' T% _' Z" U$ A- M- c
- startrange 0 0.5
, D) E) |! s& t; ]. B. P; e - endposition 0 0 0
! Z1 }/ p$ S* N' ` - particlesize 0.5 1
b. R4 U8 X3 |, O f$ _5 I - followdirection false( \2 Q5 s9 v1 U0 K2 t) f! d
- spawndirabs true, A9 N; {5 S3 B
- trianglerender false
^, x0 C- _. N, s# r! D z# E P& B0 Y - </effectdata>- }; [: Z5 m% G, ~2 D
8 S. `5 j2 f' ]8 ^8 s6 c" v* h! D! G- <cate> 3; b3 l: B$ Y- A$ G: q' r/ ]5 C u4 D
- <effectdata> 0. m# P4 A6 w2 ]. L' N
- name mh_EFFECT_EMBLEM_DRAGON
t, U% i' w+ K( S5 g - unittype mesh
1 L& B- X2 W# a' T9 B M* { R - billboardtype camera( H- `* |9 ~0 X9 H$ q/ C
- tailstep 0 0 0 0 false) f8 f8 F. Z6 F
- size 1.000000$ {+ J- m4 e8 W& I
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack$ Q( e2 {' w, }& r) P# |- B0 r; |- Q
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh+ m _5 B4 D" a8 v2 E' h
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
5 x- e/ S" Z9 v8 ~# c/ l$ o - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel2 `& w! u( n' S; L
- animlength 0
" d2 o! z( }' Q' S7 p7 B - twoside true- G) x, _& s. {9 T- b% n
- mesh_status 0 0.000000 0.000000 """ i) s$ G- R9 B% M6 y' z0 E
- </effectdata>
复制代码
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effectscene.02
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- <cate> 5 game
6 [5 v& P% o4 Q2 q1 m - # ######## EFFECT_EMBLEM_DRAGON ######### #
6 C+ G' h1 A5 o7 ~. o - <effect>7 m! G i; \ R% m! t2 m2 j
- id 1181
6 P% I& Q- F, M0 R/ ` - name EFFECT_EMBLEM_DRAGON
5 A+ |* ` X) ~4 p/ | - culldist 2475082071472936200000000000000000.00% [" s5 }- ]- X$ ^8 J; K1 C% H
- <list>
9 l1 c- q0 L9 q - res 1 sp_yellow_hand
- `* A' C! ~+ U( @, c - res 2 sp_yellow_hand4 I+ h+ u& d8 J+ f: a9 t
- res 3 pt_yellow_short_light_02
: `- ]$ p, H8 x8 b - res 4 pt_yellow_short_light_02: [1 a) L+ s2 h3 ]
- res 5 mh_EFFECT_EMBLEM_DRAGON) z4 M) A4 \) h m* T6 s# c& r
- </list>
& @) M* ?9 c1 [' T) ]8 @( t - <scene>
8 W: d+ ^) Q: Y5 o' d5 }8 m - sceneid 1
0 X+ K, o1 h3 [ - name 1
" J' v& J1 |) d* H3 f - <control>3 _' g' \3 C! W7 x4 a0 k* \
- unitid 1; ^. J7 X0 U6 J. n1 _
- active true* C9 v3 ~. ~4 D/ G
- startposition 0 0 02 b: s1 f+ }" y$ z5 T9 T$ M/ k
- lifetime 0 1000# {( F( w0 `' N7 C
- animtime 0
$ G+ N$ z1 j$ q" S6 Z! k - bonename "Bip01 Spine"
" l9 G& X$ \0 v! \* J! D - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
! V0 I; \$ v& R9 T) g - alpha (0,0.5) (999,0.5) : C3 I8 O, ]: u M
- randomstart false" u" D) T s4 L# _ t% ~
- active true
' k, L3 m$ W) c; A - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0. q$ N' M8 _! }
- </control>
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/ Y9 Z4 U/ C: A0 j; \( e& ]- <control>
9 _/ t+ R0 u6 T' w - unitid 2
% x7 z# d/ e: m% Q) y - active true, P# W: s8 u' T+ n, ~+ J! ~1 D+ y
- startposition 0 0 0
3 H) z. V' O% z3 y K& r - lifetime 0 1000
# J: C' A. H0 }2 t9 }- o% Q - animtime 00 ~" q7 N, X+ q, y3 ]( ~
- bonename "Bip01 Spine" V0 {2 v1 P: I; i" s% i9 z: T
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
) t3 v' i% P" H+ b( d - alpha (0,0.5) (999,0.5) 0 I! w0 U. B3 w% R! D3 |- [& h
- randomstart false
% X9 g) I& P8 m @/ | - active true+ `2 h' H- I. G/ Z: k/ }
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0* I' a2 P' _: M1 k
- </control>
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- <control>
! A/ T8 ]7 f+ E6 _! M - unitid 30 q$ I$ J$ d, ]: s5 v6 T& Z
- active true1 `# Z; j/ v& D5 M( E8 u% q
- startposition 0 0 0. W: j, Q/ k! y+ M9 c% p
- lifetime 0 1000: Y! v$ Q6 A- O
- animtime 0
W4 c8 ]$ b3 x5 m - bonename "Bip01 Spine"
2 [7 C# o8 U% W2 @: H; g - scale (0,0.5,0.5,0.5) (999,0,0,0)
% P- r$ G( \# t: k; U0 _9 {! O - alpha (0,0.5) (999,0.5) & P9 Z4 [6 |% X
- randomstart false8 O- M6 s+ B) i6 s8 ]0 |8 f9 m& Y
- active true! N' e4 P/ k: U* x
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 04 e; u7 m/ e; S' L4 Z R6 G$ U
- </control>' ?( l# A3 y8 f c' j7 T
" O. t% N2 B; m7 [8 I- <control>
. g" f8 n' y4 a# O* r& b - unitid 4
( r+ [/ v- V, ]2 p! l4 R - active true7 P* {1 r; l% \
- startposition 0 0 01 m/ j, `' b3 w' D- Z, {
- lifetime 0 1000
; e) }) r l* W$ x; a y2 V) S - animtime 00 B' o9 I6 ]+ w. y- I: ]' A
- bonename "Bip01 Spine" 5 s3 p) d- m" M8 P% x
- scale (0,0.5,0.5,0.5) (999,0,0,0) . ~0 q7 u; R9 G5 ~. u6 D
- alpha (0,0.5) (999,0.5)
, L$ U$ ^1 ?! O0 y) e - randomstart false$ K/ \) \ H, R% X+ t
- active true) f b8 N. C' @/ V8 p
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
( M" C/ Y4 n) k" o- ?8 q( y - </control>- ^5 h! r+ H; w$ Z/ } J
- / Y$ m* x" ?7 t/ P- ~6 Q( h
- <control>6 C }' d6 T4 m7 _. f6 W3 m1 X
- unitid 5
0 F, |) e7 @) Q+ e" [ - active true
& e4 n; e/ n; g/ F) |% G3 | - startposition 0 0 0
+ N. a! }5 u) [* o+ N - lifetime 0 1000
$ P6 r& Y2 C5 }) p" a# a - animtime 1
, R5 t3 o' Z* x2 @. l - bonename "Bip01 Spine"
, \) ]) e2 O7 V - randomstart false
# d6 l* |; \7 ?8 _! n. @. ~5 F: Y# k/ t - active true
/ M! k' {' D0 R! v - </control> @) o6 \1 Y7 e( M* h. G, N
- . U: j0 i9 Z+ U4 V% m
- </scene>
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- </effect>
复制代码
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