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图片可以任意修改替换为别的图片
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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) U* m* Z, z! U
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effectdata.02
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& _ I& v A; a, k6 i- <cate> 15 p( D5 ~. f- O
- <effectdata> 08 a! B* f1 j! Z$ ^1 L5 |# l) m6 K" A
- name sp_yellow_hand) X5 k% M# A$ p
- unittype sprite3 c* ]3 @- v% N, z
- billboardtype camera
; O1 n% Z: _" |2 g7 s4 F - tailstep 20 0 0.1 600 false3 h- D; D+ m P7 ~& u
- size 1.000000! I# M, T' Y. w: g, Q6 H
- backprint false0 W% z D, H" M& z3 J/ @
- disort false Q& p' |! f9 B% ^3 F% o5 S
- texturefile Effect\monster\longch.dds
m5 }. e1 J6 Q1 Y+ O, V$ t; F - texturepack - ?. i( n+ s6 n: z6 [$ T5 R, W. X6 o$ I
- blendtype add+ F; }# N& i8 F/ x- |" T- ]7 ~
- textureloop increase
& i% ?* J, _9 \8 a, s% @$ Y - texanimtime 0* O2 `. c8 m* Y1 x9 f+ n
- </effectdata>
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- <cate> 7
7 H. C, X6 d3 c ] - <effectdata> 0
l( a, y& `: _( g: K* l6 M - name pt_yellow_short_light_02
1 R2 @4 S" S( g1 P/ [ - unittype particle+ }3 P8 Q; }9 w P/ L
- billboardtype camera! ?& g2 A' K+ c4 A
- tailstep 0 0 0 0 true& j ]' K, u& d& n5 V5 c6 \, E% ?
- size 2.000000
* g4 h# D% u( s4 @8 t3 o - texturefile Effect\monster\light01_orange#.dds
! }+ w" y. H! l* y2 r4 B - texturepack 9 f9 j$ a/ d5 a2 N& m# A C
- blendtype add x U+ [" T/ P* w9 ?; w# x: r! q
- textureloop increase
" [& X2 R4 t }$ G+ `) { P/ ~! p - texanimtime 0* O z) G" q8 ^+ q) i% C0 ?
- leaftype sprite: s) y p; u) V7 W6 C v4 [
- activestate exploderange% H% U9 J2 j" ~) B! C0 V' b2 T) q
- lifetime 200 2000 t ?# r. d( S8 k: G
- emitrate 30
* z* o2 U+ l Z$ ^6 P$ u! { - maxelementcount 10
9 c5 t7 h8 G- C: k - addrotate 60
4 a+ M$ B5 L1 h' O& G9 { - velocity 0 00 s; K& W/ N. L& D" w2 I
- acceleration 0.0000008 Z+ j1 g3 n+ r$ {
- spawndirection 0 0 07 ]# ?% y) g8 I% _8 }
- gravity 0 0 0' H0 `: {# f/ }' `' i1 ?& b
- colorrange 0.000000
. T4 c2 u7 V, o# ]; j% f" G - startrange 0 0.5' v; s! E0 A- y( G g, F9 K! N4 ]. i' @
- endposition 0 0 0
6 H" Q- ~: {9 [$ B, ~& @; x6 p - particlesize 0.5 1
1 f6 w5 M. R$ X5 h# b - followdirection false9 E' O$ P$ t- V* K/ {' A& k
- spawndirabs true
7 _' _8 E% S ~ - trianglerender false4 W! o# P8 e6 R" D0 R2 j* u1 [
- </effectdata>6 s4 H- f& Q z# @
: | Q; |4 ]9 D L9 [# E# v- <cate> 3& T- u- o$ h: Z+ P1 |
- <effectdata> 0 q) ~4 d* { V6 D' S M8 X3 ]
- name mh_EFFECT_EMBLEM_DRAGON
* F: I$ g( ]- l* d - unittype mesh
8 H7 h0 w3 I1 W u - billboardtype camera2 v. Y1 c$ i& z& Y9 L; S
- tailstep 0 0 0 0 false
4 T# I9 H3 P. a' g, a+ H - size 1.0000008 |$ W9 @2 r. J8 _1 G
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack9 u" _# i7 V9 z# x! _
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh6 ^3 b$ ?7 p0 ]. ^
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
/ r; A" E. j7 G, H1 [9 w4 x3 h; M - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel9 y' ]3 `# k" {
- animlength 0$ D: S$ J4 C7 y4 C
- twoside true' B* ^9 }& E$ }; j% ?2 N' G- y( p' ?
- mesh_status 0 0.000000 0.000000 ""0 Q5 @8 z1 a( x# g
- </effectdata>
复制代码 6 R) a) p" k0 n" @
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effectscene.02
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6 r& o! j( c* o6 m5 o) D# I* ?& S - # ######## EFFECT_EMBLEM_DRAGON ######### # C' J- V- ~; M3 K
- <effect> ]3 s* I. C9 p9 d x
- id 1181
" ]$ {; f; R6 ^4 Y4 Y' z - name EFFECT_EMBLEM_DRAGON
% [/ x6 m; g0 I: `8 \ - culldist 2475082071472936200000000000000000.00
! i2 S k6 j* r: u, j0 m& h0 t - <list>/ [" ]- b% y2 y0 x( a/ [/ s& f
- res 1 sp_yellow_hand# c- k- g; O* V0 {* H
- res 2 sp_yellow_hand
Q) J7 |& W$ p4 p1 |" N - res 3 pt_yellow_short_light_02
8 x% p! N9 X' G# a - res 4 pt_yellow_short_light_02+ \6 I; D: q" w2 Z! O( L" a
- res 5 mh_EFFECT_EMBLEM_DRAGON
8 k& G( r# d$ q& u6 I. Q5 \ - </list># @ U" Q9 C. w# ]
- <scene>7 N* y! u; c' G4 ^
- sceneid 1, m0 H$ l) w' d( E
- name 1
Z, V+ Q. r5 m' v9 c3 A9 J2 p3 E; n0 J) | - <control>; P- z3 X: O; _
- unitid 1
, f B# o! i& B - active true7 ~8 M" |/ u# G% Z
- startposition 0 0 0
: `9 C d! ]/ b - lifetime 0 1000
2 I, p" S1 T5 p$ f - animtime 0
$ p' |. p V2 @1 B, e - bonename "Bip01 Spine" # h w' k+ Q2 Q3 M
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
4 t( o4 g) X3 z" d* i, a9 M/ A) q - alpha (0,0.5) (999,0.5) $ I4 z6 l, \" Z( g& B
- randomstart false& U+ }$ ?# a; m2 @7 Q
- active true+ b% N- }; W$ N$ R7 ?& Q
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
/ v$ B* B- A* ? ?. d - </control>0 z. Z0 p" m! w; j+ j" o- U
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- <control>
- }( T4 J0 y$ ~ - unitid 2
5 E) F0 D4 U+ v/ L2 _; @6 k3 r - active true
+ a) ~) q# {2 e0 j' v - startposition 0 0 0
/ J* P( H0 B- w. A' h3 v- L" G - lifetime 0 1000/ W& R4 H8 g M( Q5 B/ i
- animtime 06 M& F- W$ K1 H' e" i+ ]' W
- bonename "Bip01 Spine"
H; _7 w6 ]2 e; V$ i0 m5 T& h* | - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
* a+ l0 M: h$ s2 B" z - alpha (0,0.5) (999,0.5) ) @9 q6 \8 R, u1 N" |" @1 Z4 S
- randomstart false- x( [1 \& I) I1 Z$ F1 Z
- active true
- E# X5 r @( e - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
* @* P1 E1 m) N$ ?6 d0 a$ T - </control>
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' |7 h2 G& a8 S+ W5 l0 S- <control>
7 {- ?/ L6 d+ J' l. E0 L& C6 c; f - unitid 3. M5 g/ M9 R$ X- I" e3 @
- active true
8 A4 m6 A( g7 v2 ?2 k - startposition 0 0 0
- [1 _! @! n1 B* K' O0 ?. w - lifetime 0 10004 g4 ~' M. F. r
- animtime 0
! y7 B, Q$ }. F& M - bonename "Bip01 Spine" $ k3 [6 @! b2 ]! F1 H
- scale (0,0.5,0.5,0.5) (999,0,0,0)
& G* u/ ~ }5 T" s4 S! ]/ I- g9 s* W - alpha (0,0.5) (999,0.5)
! l0 P. S K6 ^: t - randomstart false' e( M( |0 d# R' _0 Y4 m; ?# Q3 \, m9 U
- active true1 U2 f- V$ Y/ d" P
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
: c& s9 v9 a& n5 Q - </control>5 ~ o1 ]$ z% V$ Y W: V: I) I4 E
- " K' B# p9 v# K# a' M1 ~% Y" q
- <control>4 \2 J( c- `) ~/ l3 G8 A
- unitid 42 D8 E6 t) W- `; K# Q6 U, n: h6 _
- active true, {: `" b& ~4 Z' h! f: l
- startposition 0 0 0
2 v0 r9 k% t3 U3 K - lifetime 0 1000
: O' G$ T: L% T* o6 X! X - animtime 0* s1 m/ j7 D9 X9 h3 c2 q' e- t
- bonename "Bip01 Spine" 5 Q5 l& A, g3 t# D6 | ~
- scale (0,0.5,0.5,0.5) (999,0,0,0)
$ K. V1 @' e5 M - alpha (0,0.5) (999,0.5)
! I l* F4 }( Z2 a( u/ D2 a - randomstart false1 X1 I, q; E6 f3 `' N' K
- active true
& m5 C8 i# b& M1 O. ^1 _4 e - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
$ N# x* Q3 ~7 {4 J6 t1 b' X/ s - </control>
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# e( r8 ^: [& j: p- <control>
) c3 |( L- K" T" F) Y* [ - unitid 5 |% ?$ I" z* m
- active true
7 ^5 b' e. V, ?. V0 ~8 s2 ]$ l3 b/ f - startposition 0 0 0 j! r0 a! E+ | l4 |5 k; R+ O
- lifetime 0 1000( L$ B) C5 u/ N5 G3 O9 Z' c+ g9 T
- animtime 1. W% w2 J* Z+ [, t# l4 m
- bonename "Bip01 Spine"
5 t ^2 R6 s! \, R - randomstart false
I$ @# v* ^# c4 _ - active true
/ [8 j! Z' }0 |% p - </control>
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9 N. U: B: N- e% h- </scene>1 G+ t# `9 y3 l' g
. C( ^$ M# s/ `, x* c* D. L- </effect>
复制代码
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