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( Y" m$ n: b2 A" U* {+ |9 d {图片可以任意修改替换为别的图片 6 q* N4 H. z' F- m+ \# w
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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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effectdata.02
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- <cate> 1
& V2 y2 x7 r: h& z+ G - <effectdata> 0
* b8 z4 g: Q5 z+ d1 Y - name sp_yellow_hand% c$ ^7 D4 p. y* O* Y
- unittype sprite/ z$ [, D7 m( w3 {9 `, p; n
- billboardtype camera) }' G" S2 f& U6 h2 J
- tailstep 20 0 0.1 600 false) d8 B2 t3 o6 U' [
- size 1.000000$ U- w; P9 A# ~) `
- backprint false$ q9 `8 m' x9 U7 \
- disort false
; \# A9 W6 i+ h' {) k - texturefile Effect\monster\longch.dds) s, D% B0 X, C) m; N+ B/ }9 B) H
- texturepack
8 G! C& `% C. x6 V% |' j* X - blendtype add) ]5 e, n3 A2 X& @$ [" b$ x
- textureloop increase6 m6 P% u0 S. [
- texanimtime 0# ]) E( V$ G" E0 n( _8 ?. |
- </effectdata>
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. y# G. b8 @+ D- <cate> 7
/ m# G6 ~, G& |+ { - <effectdata> 0. q; ?: o1 W& u# ]
- name pt_yellow_short_light_02
' F+ A' j) g4 L8 }) [) P - unittype particle9 t; o! P2 h) e# `' p* S! H
- billboardtype camera" T/ a+ {* a) |; J& o" S
- tailstep 0 0 0 0 true; R) C; S Q: L# n$ o
- size 2.000000
( Y0 q# J' }' W8 b: v) { - texturefile Effect\monster\light01_orange#.dds; o3 V6 v+ B9 J3 |3 v" m! o# {
- texturepack 9 X/ n8 p/ w: P' @
- blendtype add. O' }. ]& y5 \ f- Y
- textureloop increase
0 w2 Q9 W. J* b" y. H6 G* F - texanimtime 07 _6 g3 Q; d% K
- leaftype sprite
# H s3 [, K4 L% C/ E$ P9 F - activestate exploderange
, a' I4 Z. R% m4 t" R# w - lifetime 200 200
2 {* G' s* q$ X - emitrate 30
9 q, F& M6 M* W9 X' V' j( ~/ ] - maxelementcount 104 O; G# [7 l" w( D2 L W
- addrotate 60
: a6 t2 \! ]& l. F3 q( o* g$ \1 k - velocity 0 0+ L* _# T$ Q' C
- acceleration 0.0000003 A% \. u, N$ d& @2 M
- spawndirection 0 0 0* x2 g8 S- i0 Y5 k& v9 _
- gravity 0 0 00 x/ Z% _& A& J* h+ f: D% y$ K: g V
- colorrange 0.000000
* p/ T, }. A6 j9 }: N, G - startrange 0 0.5 v) ^; w! g+ z, V* N6 Z5 d
- endposition 0 0 0
! ] P/ N- Z4 X5 \ w. G - particlesize 0.5 1
; t" o& d- ^& w0 G - followdirection false4 |. `' E, U. [" b" P
- spawndirabs true. R% j' @: s* a
- trianglerender false+ W9 I; O- {: j
- </effectdata>) O( [3 L# | |1 q0 |4 r$ ]
9 E& ]. P- y5 d# E- <cate> 3( J) S# |: L$ m9 d
- <effectdata> 0/ t4 z" Y k# u! ?* L( P
- name mh_EFFECT_EMBLEM_DRAGON$ m+ l! }' S1 Q7 ~0 q2 L) t
- unittype mesh
8 a8 e B# G( a8 E1 ^& M5 \ - billboardtype camera
. Q( t3 i5 y8 H4 x7 j% @ - tailstep 0 0 0 0 false, o7 S9 m z% C" b/ D
- size 1.000000
4 o- G* ]6 d2 m. Z. o - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
3 `- d* Z% Q) c& |, ^ K - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh+ N E; R# S% B! e/ V/ l
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim, {7 ~1 C1 u$ D' C; V8 [0 L Z
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
, F* D- R) o @9 {! F3 C4 q( l# E - animlength 0- j+ S2 B2 X4 x0 ^ K* F
- twoside true# }# j& E9 }' n# |5 a3 D9 a- ^
- mesh_status 0 0.000000 0.000000 """ B, C# e3 o- k: J- E. F
- </effectdata>
复制代码 4 |: I9 I3 \( w% f7 a1 ?% e
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effectscene.02, R! q5 ]1 H5 n, [
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- <cate> 5 game
) ]) t! A! C, G2 Q0 M - # ######## EFFECT_EMBLEM_DRAGON ######### #2 t7 g( A3 C- j! j
- <effect>9 h# s+ R3 `" T0 n7 R' w
- id 1181
* ~ V X9 o4 f m, K3 o - name EFFECT_EMBLEM_DRAGON7 K/ O% I2 ~ t2 }& B& ?" I
- culldist 2475082071472936200000000000000000.007 z; e1 O% V2 h7 U
- <list>% Z$ Q8 \* Q5 s" `( p8 @
- res 1 sp_yellow_hand4 B; {* v+ j6 Z
- res 2 sp_yellow_hand
* R# P/ o! N- w$ D% R4 l) p# C - res 3 pt_yellow_short_light_02
& R2 t/ f0 R/ }8 X; b8 A - res 4 pt_yellow_short_light_02
# L; ~* _5 q6 U0 o3 i; k9 I1 @1 D - res 5 mh_EFFECT_EMBLEM_DRAGON
' `8 a- n6 O! j4 r; Z" o - </list>
3 P2 v8 {# N. f5 | ^8 M: j - <scene>
. S- x% u7 X, J8 Y - sceneid 1
2 m8 c+ Z6 E% R9 S- H% u - name 1+ a1 ~ g3 {* V6 U5 F
- <control>" q* i L% c6 @
- unitid 11 i" U3 R- j3 ?$ e0 K& @/ z) S# Y' v
- active true
7 J5 p! K- [0 F3 t' a - startposition 0 0 0& p1 J& O3 F+ h* \* }
- lifetime 0 1000
' Z9 S% N- F1 t v8 P. ~ - animtime 06 f& [! \% `' R+ h$ `2 D2 t( X
- bonename "Bip01 Spine" ' X! N9 ~2 `0 u) t2 T% c! W
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) % O( ?- e1 ^+ c, S3 s
- alpha (0,0.5) (999,0.5) * n- y# U! e2 i& p. C5 v3 h
- randomstart false7 l+ ~1 ?7 z5 I( s1 i2 X6 N
- active true+ c! y" Y4 h/ G$ ?
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
1 C: A, `: p. ]3 B - </control>) N5 U% x; E" [
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- <control>. z. a: K8 l( x3 i7 x' f9 |
- unitid 2
( D% V) ~% m4 b/ n - active true. l. s6 K5 U6 x* K
- startposition 0 0 0
5 n( _* Q P; i* u0 F; C4 `$ \ - lifetime 0 1000
0 t; R9 Q( e$ O+ D7 ^3 m/ C- h. Q - animtime 0
' |1 J' O- i$ B% p0 {' B - bonename "Bip01 Spine" $ N1 c0 {& b6 h- ^
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
" M; t# Q( |4 B2 S( f - alpha (0,0.5) (999,0.5) 8 K% o. f8 c- a* w2 p4 L
- randomstart false9 j/ j: F+ \" e9 z" u: @! N
- active true' d2 O0 B9 O' J
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
# _* N1 U" }/ E: Z- K - </control>' S. |1 i# x! z$ ?: z# @
# J$ P$ |' t& |- Q- <control>' l: l" \1 @- r! K |; |; C. D
- unitid 3
' Z1 }6 J% F4 P; E/ \$ a5 w+ H8 p - active true1 i' ]( y5 X: @9 v
- startposition 0 0 0
& } ]$ R6 N5 @0 B% a( K* _0 | - lifetime 0 1000
7 v# T0 H$ ?% x+ G - animtime 0
+ W Q" m, c4 ~: @; h! {' q - bonename "Bip01 Spine" 3 V& g2 J: W# C6 Q Z
- scale (0,0.5,0.5,0.5) (999,0,0,0) 5 q7 l2 o, f3 g6 z4 y
- alpha (0,0.5) (999,0.5)
( G) [/ s4 {5 e, M9 W8 ~8 \: Z - randomstart false
+ C0 ?0 T: Q- [) J% e$ C0 H - active true
) q3 G8 o! t- G+ \# l5 U - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
; Q8 ^3 t. _& V* ~7 U - </control>
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- <control>
- V5 p) D) y. R; Q3 }0 }4 [ - unitid 4 \+ Z, T/ _- I: A+ q( L
- active true
* y9 }0 [/ w: A" @6 k - startposition 0 0 0
, p/ k i8 L7 ^" u - lifetime 0 1000# b" g: }+ V) o: i
- animtime 0
2 m& G; F" ^1 a' R- D; z - bonename "Bip01 Spine"
# J3 m, @5 ^- O8 B; J0 z/ Y - scale (0,0.5,0.5,0.5) (999,0,0,0)
( A4 W9 f' y& P - alpha (0,0.5) (999,0.5)
( b3 t3 z f" i# l. S - randomstart false
" v$ d1 \# Y9 {! a# V( L - active true9 q1 @' A4 M5 H2 y W, A
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
7 b ?) S& ]! Y( C; d; P - </control>" U. [! ?1 D0 U8 R0 I8 T
- 0 q) v9 s+ J S# i- P4 [; F$ I
- <control>; P$ |. s' {, s# d
- unitid 5" ]! `5 J' S$ F
- active true: q$ @ O- d' A/ n {. c$ Y
- startposition 0 0 07 @9 O) R% H. u" u8 c
- lifetime 0 1000
9 a: b/ w/ @$ Y7 ^- O - animtime 1 V$ q8 n( X. u" K" ]( d8 R% S
- bonename "Bip01 Spine"
) q; D5 D1 R1 y& \% C, S - randomstart false% l( h+ ^4 Q8 A
- active true% O: Z' ~% _) }+ W+ w- i+ u
- </control>( i. v7 \* M; }1 @( ^+ `
( Y, Y7 p! V; C0 E% ^' n- </scene>
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0 m. ~: h8 @1 R. Z3 f- p0 H* a( G( A- </effect>
复制代码
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