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; ?& u: K) h! y% t+ s图片可以任意修改替换为别的图片 6 R; i; \* G5 g5 h; s2 }
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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7 O2 V: g# e: s
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effectdata.022 A$ Q- i/ E. ~4 }2 K
+ C- G) A2 W* U9 e( p2 e( K+ @4 q- <cate> 1, R. {2 g6 `$ \; g: S2 K
- <effectdata> 02 j8 ~) ^- z' p# m" i6 x
- name sp_yellow_hand! L O4 l4 k. [' N4 Q/ J1 l
- unittype sprite- k. C8 A! E; M3 W* f
- billboardtype camera) R8 G: X4 E, [' Q+ T
- tailstep 20 0 0.1 600 false
K4 p" E) ~' H1 r8 y. ~ - size 1.000000
+ l! _. N3 L& u! ` - backprint false+ q7 \& _( X) y/ [/ j9 Q
- disort false
4 Q% i; m) U/ H0 {2 m% E - texturefile Effect\monster\longch.dds3 u+ S, }* _' o g" b
- texturepack + P$ O1 S+ o1 X$ k9 @7 B/ f ^" s
- blendtype add
+ W" Z3 p+ f- n' g2 ], ^' u - textureloop increase. h$ C( g( Z+ O7 Q, W$ K
- texanimtime 00 a( O6 L; _! r0 f4 |# C# p8 [1 G/ X
- </effectdata>
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$ S6 P( i1 `( }8 S* t- <cate> 7
/ `/ v* V. X. V/ `6 @: G. \ - <effectdata> 0
- T1 w& }, d+ \8 c; E: v o - name pt_yellow_short_light_02
, Q4 n6 z4 L a/ ^/ O$ T1 B - unittype particle0 _+ R: g. V* b9 W. [
- billboardtype camera
" f. h. t4 `+ [% F: ^- Z: ` - tailstep 0 0 0 0 true W% E$ J3 Y: o
- size 2.0000002 G& a; R4 Q; ^6 I
- texturefile Effect\monster\light01_orange#.dds% x: V# ?% g; _3 n; g4 t
- texturepack
& Q; U6 u, f2 \# q - blendtype add4 m$ j$ X3 f A0 q
- textureloop increase! R2 _( l; i- R9 v" x: L. j
- texanimtime 09 i9 N& w, n1 V' F
- leaftype sprite
' s2 y$ a# e1 K - activestate exploderange7 A- R Q" n6 e. ^$ V" B
- lifetime 200 200
2 J, C0 ?6 r1 g. C' N/ I - emitrate 304 j- v* ]( c9 m
- maxelementcount 10: F- k/ ^9 P( Z1 j& [3 k; V
- addrotate 60
/ z+ l# X* ~- h - velocity 0 0
% A0 \1 Q2 `, g$ J - acceleration 0.000000
3 q/ p7 g' }" j" B. b - spawndirection 0 0 0
' _" ]6 E; Z$ z6 j - gravity 0 0 0
; S# M5 L9 z2 J - colorrange 0.000000
q- {: }; n' Z, g( p, x - startrange 0 0.50 u9 x3 O d' X. N/ v
- endposition 0 0 0, K* O4 z2 s( {6 \. G+ |
- particlesize 0.5 12 E6 N# Q4 m) C% R; C; T7 y7 d
- followdirection false F5 T6 ]2 g# t( p6 R
- spawndirabs true
# _2 A6 C* f% p( Q8 l - trianglerender false: p# ]0 p) f/ N5 n$ M
- </effectdata>
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$ B8 s% Y- @, a9 h: y1 K. w. e- <cate> 3
3 N: H3 u2 _- Y - <effectdata> 0! \: X! X" j# r T7 N
- name mh_EFFECT_EMBLEM_DRAGON2 j# f- [+ \7 L9 \7 M( e9 Z
- unittype mesh
z* j- s2 k$ a& S3 U8 ` - billboardtype camera+ a. F# |# X" |% E: I8 F5 b
- tailstep 0 0 0 0 false
8 i$ U+ i* ?1 n: v- G/ f - size 1.000000
' S- q, _2 A, k9 X2 A) h - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack8 R+ R# Y& F7 t1 I0 C' l
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
; R( N$ ^# @7 I6 G7 L& [ - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
; o# s3 v! t2 b8 D - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel7 ^5 u9 I! L% c! R. C+ A
- animlength 0
$ h& X" G4 }0 Q0 a# K: N# F+ | - twoside true' x" J) ? T! X. L E$ ^
- mesh_status 0 0.000000 0.000000 ""
( d- f9 P, G& C2 B5 c - </effectdata>
复制代码
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- S& \, l# i2 [5 Beffectscene.02
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- <cate> 5 game6 \* {# o+ _( F7 U+ v4 c0 o: M; N- S
- # ######## EFFECT_EMBLEM_DRAGON ######### #6 X1 z) b) G# F, d- U# P9 B
- <effect>, t& A( d4 S" F6 D! G/ F
- id 1181
3 H: F5 w8 ^: {" i4 g1 m% J* {, f - name EFFECT_EMBLEM_DRAGON- i# l1 I" g7 k$ J2 Q
- culldist 2475082071472936200000000000000000.00
, e/ X& d, `5 M! e9 f7 |$ _) i1 O - <list>
, {' s7 W7 C7 ~+ U% E3 p - res 1 sp_yellow_hand
% Q3 [1 F- g0 \6 X - res 2 sp_yellow_hand
$ b4 c& p; [: f. n2 T0 h) Z1 g$ o0 z - res 3 pt_yellow_short_light_02
1 S* y' E2 P8 S, P. w8 P6 }. R5 a - res 4 pt_yellow_short_light_02
2 s0 e3 E3 t8 D s5 x4 x0 c7 C - res 5 mh_EFFECT_EMBLEM_DRAGON" b6 `/ x2 h6 | i" p- W
- </list>
" y$ ?- p, e0 T3 j- m - <scene>3 N: U8 X& z g( g
- sceneid 1
8 e! u* w; e8 d7 F% K5 ^ - name 17 F7 z1 R* W/ t, J/ V
- <control>3 \5 F* H4 i5 N [4 T8 {" X
- unitid 14 {3 _( z, w! G7 n7 H$ k
- active true
& V0 z7 m; i) c8 M/ q - startposition 0 0 0
$ G1 q3 q% {" c* ` - lifetime 0 1000$ Q4 [$ s$ U5 }0 y; }
- animtime 0- ^, D; W& v) ~1 d( p* a9 `6 X
- bonename "Bip01 Spine"
0 x, L: l& e$ p1 t; \' [7 d. n - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 3 l6 d+ ]* h F/ N
- alpha (0,0.5) (999,0.5)
8 S9 C( c. I* T+ v: S1 v8 l; c - randomstart false
! U4 N+ O# ^* g. \ - active true0 ^. t! U6 _& Y7 v) q: q8 q3 w# l
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
# a. I/ G0 b" I0 w) P - </control>
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9 F" y6 C+ L$ [+ r# m5 F2 A2 n- <control>5 P$ N! _- T4 o2 ~7 ?. Y1 u2 m: m& [
- unitid 2& L# Y) F' n# }) e! v+ {
- active true
& s& B9 R( B5 _) c - startposition 0 0 0) y# M* G* g4 ` c' W# G4 a I
- lifetime 0 1000
# C8 K8 u. H o) p - animtime 0- P* y+ R( z5 V% v* f' r7 s6 l
- bonename "Bip01 Spine" ; r0 g; o# B) G9 m6 l- [
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 3 W: s0 D9 s" c- E# p
- alpha (0,0.5) (999,0.5) 3 J8 w- L1 u$ Y+ b0 [$ G# d
- randomstart false
4 t# c$ S4 l$ @* x1 [7 a( m0 I% q, W - active true
! J2 P0 Y& H6 E! O# C5 @, @ - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0/ B9 e- m0 ^9 I4 R
- </control>8 }- c0 h5 i" u: K+ N' T4 _* z3 L
- . S0 G2 P$ t' t
- <control>
5 y9 U" b% r# W4 O+ ]+ F2 ^ - unitid 3! v" X" s! y! `! j
- active true7 U4 x" M: G& ^. E
- startposition 0 0 0
2 v( _: {2 V D# T - lifetime 0 1000( \( N, x- a& W/ ^" @% |; y
- animtime 05 q) I' \0 |$ ? |& w$ Y
- bonename "Bip01 Spine" 0 b" Z& v& x4 [2 e; S0 L; h
- scale (0,0.5,0.5,0.5) (999,0,0,0)
9 z9 J* V9 M9 q! T/ D; V - alpha (0,0.5) (999,0.5) 4 _. B* F/ B" m/ t) {
- randomstart false
* f5 ~: W4 f3 E- k, s) \- q/ A - active true6 j$ H% I* }1 a; r1 Y
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 06 w! D. n- q& r8 ~! \' Q4 `* g+ f( i
- </control>6 ^+ R f+ l- M9 X; G
( l2 j+ i- q; g0 \/ H- <control>9 f5 V8 R" k. p$ }
- unitid 4
4 J& V) ~ i; L* |% j2 a4 M. M - active true8 R4 A3 v7 j3 V6 d$ W
- startposition 0 0 0
, n3 L" E. o% ]; N$ X5 b5 { - lifetime 0 1000
4 h# p* y. v+ G- i9 { - animtime 0
0 A8 Z7 C+ X- I - bonename "Bip01 Spine" , ~7 }: ]' @8 R0 G8 c5 X7 K
- scale (0,0.5,0.5,0.5) (999,0,0,0)
4 ^4 P7 L, Z4 ` - alpha (0,0.5) (999,0.5)
6 P- F, p8 T1 S3 D/ M* }& h - randomstart false
) Q7 }; M+ B& }0 B - active true
+ Z* C' g8 h/ |9 y( l0 _# i) b5 | - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 07 G1 }1 v! I0 {+ w" j
- </control>
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- <control>
5 u. C, n* ?9 u/ D( r$ X; K4 x' V - unitid 5) I4 V# I1 g2 |* s9 c
- active true
- ]0 K( T' L* l6 n - startposition 0 0 00 q( |6 O' v* U6 s) w1 V P: D
- lifetime 0 1000' ?* t: \; ^( C+ k0 l) M8 K( N
- animtime 1
6 J3 H) u- f$ i( ?2 c" e5 x, C9 z - bonename "Bip01 Spine"
/ h8 C1 |& e; G/ [ u) |5 Y! c - randomstart false
# }! I2 j) r5 e - active true
1 ~! r# i: G3 [& J9 x$ J3 ` - </control>, ^* X; P! F3 n! A; M" j) o( G3 d# r
& P# H! {: c; d- U2 E) {. B7 v- </scene>8 _/ T) T8 b( h; [' e8 v
7 J. t1 e8 H! m$ g- </effect>
复制代码
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