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图片可以任意修改替换为别的图片 # V I# t2 o5 f9 Y: z# h5 X3 l, I
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3 a0 \( F0 T& r! X, t" z3 @注意下面代码不要直接替换 这个是需要手动增加进去的9 Z+ o# o: b+ }8 F( ~# j4 T
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" c# E V+ k! B3 F! p/ Deffectdata.02' f7 M$ H! B0 x: k9 {
! K/ [ x8 M% k [- <cate> 1; M% `1 B# J# G; R- p( C
- <effectdata> 0- X& E2 O& d1 Z ~
- name sp_yellow_hand
! A6 o- U9 D2 ~# J9 a* r) h" R - unittype sprite" B2 j. w# \. @9 s* S
- billboardtype camera/ B* d* L( K% u( W
- tailstep 20 0 0.1 600 false: Q$ P% U! p$ c" Q; E( o5 B9 `$ E4 q
- size 1.0000002 U% T& w/ R' F# N$ A, D/ K! s/ `
- backprint false, d% t/ V- @2 b2 L1 j# L' y6 Z
- disort false
8 G {9 r1 {5 r. g - texturefile Effect\monster\longch.dds$ t6 Q. i5 l) z ^' `: y
- texturepack
! g7 ] {- R8 ~6 o8 ?% U - blendtype add, t% h$ G1 i! {. }4 L& A6 y
- textureloop increase
+ b2 {0 x; L$ _7 j3 T$ E - texanimtime 0' Y1 z, ^. z* a/ d8 U
- </effectdata>
# O& I1 G1 t* H* ?( B$ h4 R5 V0 T - , e0 D( k2 }- z/ I/ Q& W' s
- <cate> 7
% Y: U9 \2 j U6 o {, m' B+ {2 G - <effectdata> 0, U) b; J" O! G0 K1 J6 U
- name pt_yellow_short_light_02
2 p; [/ z" j, L- ]/ N6 N# c - unittype particle* ?& O! R# d# m: |6 N7 L$ u
- billboardtype camera
* O/ l% O/ [! x: N - tailstep 0 0 0 0 true
" o0 |1 ^$ N( L. j* ]& ]! x - size 2.000000; S% z' R5 V5 M
- texturefile Effect\monster\light01_orange#.dds
9 j) I2 ]% s$ S4 ` - texturepack ( W% ^3 O0 B w2 t% D; x' }
- blendtype add0 @: `7 U! J' {7 g( Q" Q9 |
- textureloop increase5 f7 t5 ?6 b% x* Y% c& b' N4 } o( ^
- texanimtime 0
0 B- x4 R) Q x$ s3 i0 x0 k2 Y+ v - leaftype sprite2 k& `/ v' s5 e$ t ~* e
- activestate exploderange
+ D' e7 P3 z9 I; e* u: l - lifetime 200 200
( d0 b7 ?5 o3 _* O3 i8 F - emitrate 30; H$ u. I- X0 J: |+ B4 {2 o: B" c
- maxelementcount 10$ \ f! |" ^5 m; t5 @9 A
- addrotate 607 l8 a9 \+ m$ N* L% s
- velocity 0 0) E) T& X. x( \, U" R
- acceleration 0.000000
' M5 l+ P; V7 l% `& x - spawndirection 0 0 09 C8 Z# \- O+ \
- gravity 0 0 0
: X3 f8 i! H4 i& B! _ - colorrange 0.000000# ]/ C( B& ?4 c m4 h; Z
- startrange 0 0.5
2 B6 `! S9 k1 z. V/ j - endposition 0 0 0/ U7 a& R3 b J& o
- particlesize 0.5 12 O; V* i: Q# i/ e6 _/ b' r& ?# x$ f
- followdirection false
7 Z0 j& X6 v4 x - spawndirabs true6 k4 a1 H1 o0 [: j7 A! [- ]
- trianglerender false5 S- u3 h' B& [3 }% K% r
- </effectdata> Z& `& b# w6 X9 o
* W4 a N* f2 ]$ V8 {: L; Y7 ?- <cate> 3
6 `1 t- X2 |6 K& B% @7 t - <effectdata> 08 W! a4 V7 [ _
- name mh_EFFECT_EMBLEM_DRAGON- S& Z1 I/ I Q) b
- unittype mesh
4 ?( N: V9 { M; ~ - billboardtype camera
: \& L, i0 E/ a6 v8 G4 Q - tailstep 0 0 0 0 false
Z" x* L4 A" j - size 1.000000
' k, }# M( y( B5 f$ |" n - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
7 y1 c9 A; u# T0 h - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
( o' h: b1 s' x1 h' X/ z# T8 X - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
3 J% I$ R* H: z - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel1 g& J' O4 m0 \ [
- animlength 0
3 M( H m) {4 W# t6 ^ - twoside true/ d2 j2 W$ \ W0 V4 r ?% f
- mesh_status 0 0.000000 0.000000 ""( J2 T8 y) [5 ^5 ]+ q6 z6 O, J
- </effectdata>
复制代码
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effectscene.02! \2 y! q l) K# v7 s3 a0 q1 g
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4 {. r1 N5 d' P$ M+ x5 Q5 ]7 G: s: m - # ######## EFFECT_EMBLEM_DRAGON ######### #/ m0 Z3 m+ p! B0 n0 L4 X% H
- <effect>5 M2 _% y1 H6 K: b2 j( g
- id 1181
2 b7 @) {1 G5 [+ H - name EFFECT_EMBLEM_DRAGON
6 s( [9 I" f- Z/ I0 s, P - culldist 2475082071472936200000000000000000.00- E2 t, {) r; `* k b9 @ q
- <list>( O' _( w$ E' ?3 I2 ]4 l
- res 1 sp_yellow_hand
# e0 o2 Z$ u% n1 G. S8 t, a. S - res 2 sp_yellow_hand! Y! T$ u8 \$ z k% Q/ T9 d Y
- res 3 pt_yellow_short_light_02
/ s: X: e3 b4 Z% ~) C2 N - res 4 pt_yellow_short_light_02
2 E+ c! ?* l- T2 |' O. B7 h2 m - res 5 mh_EFFECT_EMBLEM_DRAGON
4 d8 W+ k; _3 V \* d) W - </list>
3 X0 p- k$ y! D" n- m/ k7 P - <scene>
1 y9 V; \- r! u1 Y X - sceneid 17 y4 ]9 s/ l8 _$ e+ w
- name 1
9 ]! u& u/ S1 { - <control>
# E+ s/ ]1 w0 Z* f( M ? - unitid 1) V* J' `+ e- H4 q; G7 W
- active true, b% P4 d9 M2 {& i
- startposition 0 0 0
: r" h0 Z9 t/ ^& `6 C' g1 x8 y4 P- F - lifetime 0 1000
$ i( c! \6 w, s0 W* g( G+ I - animtime 0* k+ t5 U) \ r. s" H" C
- bonename "Bip01 Spine"
3 _/ w2 g; s7 v d/ g8 d - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) " g" e* j! M) D8 @
- alpha (0,0.5) (999,0.5) & a4 S* N5 C! c4 O. z
- randomstart false
+ S1 W! H! @; ^: k - active true3 B- a' I& o5 T3 z& o. X; D' p. t
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
8 I8 `: a' Q# g' R - </control>8 g+ i& F6 Y3 k( J
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- <control>
- @. c/ G3 G3 ^9 } - unitid 2/ v6 |4 O1 k x1 Q6 S6 N9 G o* R
- active true
1 q y) C6 i4 p+ n! d9 s - startposition 0 0 0
9 K: U7 N1 ]2 |' S7 {8 l5 n - lifetime 0 1000
/ r3 d0 w8 v8 n$ ]: N% s - animtime 09 H# o% ^6 b' n, B2 O. y* Z: V$ `9 w
- bonename "Bip01 Spine"
0 ~0 g' z& |3 v - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 4 E; e. `+ A! R4 D; H( f! U: \- y8 A
- alpha (0,0.5) (999,0.5) 0 _# e. O: s3 H' q5 X
- randomstart false
# `. L# j5 H4 w( k6 [ x/ ?1 @2 S - active true' a7 z" e. A% j, D
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 06 t# x4 N. d7 e/ D) Y- H! g
- </control>( I2 J/ R% c4 X( }* h' ?. g
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- <control>
, T5 b. x2 ]9 s# S4 B - unitid 3
" a' F$ n e. Q6 a: X - active true
% _8 O9 e( k+ f+ _8 k - startposition 0 0 0- m. e/ ~& ?; V) H4 I4 ~0 K
- lifetime 0 1000
, A9 e7 v7 Q% D% R - animtime 0
* y, a r8 X* G9 H) k$ S# D+ ` - bonename "Bip01 Spine" ; O+ N5 L! x O
- scale (0,0.5,0.5,0.5) (999,0,0,0)
q, h8 G' }; r5 b7 a6 {1 M7 A: i - alpha (0,0.5) (999,0.5)
; y% e& @% R4 W, ~0 V3 _7 `* [1 s! r - randomstart false
4 _, y$ C" ?! [9 {/ K1 w% j1 G - active true
) _# Q1 b! @; ? | - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 09 n! T- q" Q4 }5 S$ ]0 i
- </control>+ Q. J+ [; W) Y. |! u6 s% [
- ; H0 m( I5 n. }# E* v4 S. L
- <control> \, ~) @" w0 V
- unitid 4
* S) k& F) N$ p( o5 s$ @ - active true
' A- l- e1 c- u6 \- R+ Q. B - startposition 0 0 0
! z: R# d6 V5 p* O2 O% K& M* V - lifetime 0 10009 C% O9 I; Q. q5 j9 i# v, Q: z3 R( _
- animtime 08 o. l# V( ~8 o j, H
- bonename "Bip01 Spine" , |* C+ [( Z( e3 [+ L1 X u' ~( x
- scale (0,0.5,0.5,0.5) (999,0,0,0)
% ^6 J* H7 Z+ [ - alpha (0,0.5) (999,0.5) % r9 `0 b! [. x0 q% y Z
- randomstart false
0 W" p, l3 ~; \2 Y; L - active true
9 f( q' W2 w9 A7 ^% Q$ T* W9 n - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
* a- t {+ H9 ] - </control># m( F* x( F7 J$ g" A8 C
! y0 p: c3 ?5 p& D6 i3 U- <control>
% X/ \) R% _4 b6 J - unitid 5
/ ^# {5 ^( u3 H5 j - active true+ n" j# l5 V: C2 T5 u! s1 |3 `" w: }: K
- startposition 0 0 0- H, ~' X9 q8 B$ X [/ Y
- lifetime 0 1000
# C, o* u& q" O" ^" q# i - animtime 1
0 A5 s7 n/ Z8 p. W! ~% R/ u - bonename "Bip01 Spine"
5 k Z! Q9 B: e1 T+ \/ l - randomstart false
& p# O# v6 d$ t- s) }4 J3 S - active true
/ O) n( I6 n! b9 ^ O* D+ T% P - </control>
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, H) b; y4 }; k+ ?- </scene>: n; I) m) T7 P" P/ Z! `
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- </effect>
复制代码 9 `) F. o2 @2 `) V& ^
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