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- 2023-11-3
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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
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effectdata.024 V+ r! K0 l, V% B
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- <cate> 1) L M$ U5 t$ R1 R+ f/ _
- <effectdata> 00 e- n4 X5 J6 w& W8 Y; j& V) b
- name sp_yellow_hand
* Z0 m1 z9 g4 d1 `9 \# _, } - unittype sprite
8 U1 D6 _4 V# U2 e# k3 D2 r9 \ - billboardtype camera2 M6 \+ z, f0 L& W5 ^
- tailstep 20 0 0.1 600 false9 ^- F% i, U, |
- size 1.000000' i$ j3 W6 @3 @8 U" g. \
- backprint false) L0 p3 J3 [( s5 P) D. D$ c E( S
- disort false
5 F6 y0 E. n$ |9 b# R' L r) [ - texturefile Effect\monster\longch.dds4 S1 D/ J: A: X" D8 ]) @7 u" I- Z1 A
- texturepack * a' b9 d7 h) m
- blendtype add
3 h! U1 V* U- i" d1 @3 n5 \2 [+ L% t" [: J - textureloop increase
) z g1 g" c' {) B9 L - texanimtime 0
7 {2 O" j) }& D1 `; |. M - </effectdata>7 x1 Y' R3 S1 ^( ?3 t9 I
- k# T- y4 v' q8 \! A" s
- <cate> 7$ d, H# L! k! t9 M
- <effectdata> 0
7 Z* T, k# [# U- @/ G0 { j0 X - name pt_yellow_short_light_02
3 X4 y+ ?% D: J' n- B( C( k - unittype particle
6 W0 c: V7 m7 a* P: d3 v - billboardtype camera
9 _, M9 e) `9 ^# q$ h8 N - tailstep 0 0 0 0 true
7 e1 P) w+ x' n) ^. } - size 2.0000007 Y8 b; R/ U5 q
- texturefile Effect\monster\light01_orange#.dds6 e. X( M( a% E7 k" x3 V5 ~% \
- texturepack . ]0 o! ]/ `( C7 i. f
- blendtype add# q" d/ ~6 z: e) }3 J
- textureloop increase
1 E7 [+ p, u% B+ w* |3 F) h3 B4 m; f - texanimtime 0* Y6 h; Z$ G9 ~9 c0 K# @/ L
- leaftype sprite
c. O( w: [& } - activestate exploderange
- [+ y6 G) p! d$ h1 q - lifetime 200 200
" D$ x5 m# [, r: g& |6 y - emitrate 30
2 K0 k' A- d. S4 K - maxelementcount 10& z: b% e9 {6 b7 A' _$ R# \
- addrotate 60; \, T2 A3 R1 D z" s$ A
- velocity 0 0- N" c6 D; t2 D' d; N9 H' e
- acceleration 0.000000* }# [7 T- {1 a% w5 e/ @% E, J' @$ _
- spawndirection 0 0 0
5 }! K' `2 j' U- @, b/ w( p) r; ]+ W - gravity 0 0 0
; r# j3 U1 l) `. d& Z - colorrange 0.000000
6 d; S# A5 [/ A/ E9 z) C- W - startrange 0 0.59 G r4 d6 ], X J, t
- endposition 0 0 0
6 {( T0 l/ l$ M7 J: I - particlesize 0.5 1
5 {6 K0 W. ^/ ^& M- j - followdirection false, u% w5 _4 d! ~
- spawndirabs true5 w! `5 H( z0 a) q
- trianglerender false8 s: ^9 N# e; B0 t9 _/ a
- </effectdata>+ x7 B- R% R' B' z$ @' F. D n7 V8 N
- 5 f. p! b) M. c6 V! V+ {
- <cate> 3
5 Q& O- @7 Y' ~3 d - <effectdata> 0( m( F) T! S4 o0 q
- name mh_EFFECT_EMBLEM_DRAGON
" {; e" }% S/ G. y- P% A) U - unittype mesh+ |9 ^& D9 \2 m
- billboardtype camera6 N' ^9 q5 e* u, D; D/ M* Y0 u4 @- C
- tailstep 0 0 0 0 false7 R" Y+ A' m3 }9 \) w& q0 q/ _
- size 1.0000009 ?# O5 c$ d5 J; m
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack+ v; ^- y1 m8 }; Y. j7 C- Z& }
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
. I# y( }' g- | _/ q - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim2 S& |; f! j' e9 s6 L3 s( a
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel7 A) x+ a- D; o4 t1 Z/ E/ u, w
- animlength 0: \: I% {& z( `& e5 E
- twoside true
. L* ? N6 J& v/ @+ d: y0 B- u - mesh_status 0 0.000000 0.000000 "", k% Y2 X1 [8 x' O/ v( j: ~
- </effectdata>
复制代码
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effectscene.02
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- # ######## EFFECT_EMBLEM_DRAGON ######### #
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- id 11811 \2 U! I! q% e- w N
- name EFFECT_EMBLEM_DRAGON
$ m5 z* p& t1 l% x! R* u - culldist 2475082071472936200000000000000000.00& b* a) b9 J! t8 G& M. `9 `$ C+ U
- <list>
0 @. S) b) U' B; r9 t, B( e - res 1 sp_yellow_hand
& z; q! h! y- O5 e. h$ z( W! @- S8 G - res 2 sp_yellow_hand
8 n2 E# t$ e( X - res 3 pt_yellow_short_light_02
. D4 V+ b7 G) k - res 4 pt_yellow_short_light_02
( j- q6 K" I: G G1 i8 @+ m - res 5 mh_EFFECT_EMBLEM_DRAGON
: y- c g0 V/ e5 _. y - </list>0 j, ^7 d, M8 i9 @: z, W* G. a
- <scene>/ \, R/ W. W( w
- sceneid 15 Q- |7 P: g# v. U
- name 1
. X' ~" C+ {, h* E, m - <control>4 p" B2 P; |# X; c
- unitid 1
& B! u/ [$ h u' B - active true
2 U; A d1 E% a# B7 o - startposition 0 0 0+ L$ n1 D7 x# B# j! l: u" ]
- lifetime 0 1000: M7 B! Z9 N3 {3 E
- animtime 0) ^& }" h0 ?9 @
- bonename "Bip01 Spine"
6 R' K* A' ?9 {1 |! z5 }1 { - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) ; | b) J( P/ j0 W/ p0 w) j
- alpha (0,0.5) (999,0.5)
5 B0 G# N2 }) K( P% x - randomstart false7 [4 L" `. J4 X2 N2 n+ h
- active true# L5 }" y% L- Y& W
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
4 ~5 l; ]1 N6 m/ j3 W1 [ - </control>" O4 {* B* s0 J& U, v; `
8 Q" _1 t# r/ V+ S- <control>+ R+ q( M. ?, ^6 O! O6 H6 J9 k
- unitid 28 T: e n4 O) g
- active true
6 d) P6 J* k9 f& g) J ?! f - startposition 0 0 03 ?/ M! @' R. R- D
- lifetime 0 1000' a# ]- G C! m% h/ b J
- animtime 0
# O* A: w1 l5 C& G( W - bonename "Bip01 Spine"
5 [( G( ]% F" x/ A& H - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) / K0 q- |" ?! N5 {& A+ e7 b
- alpha (0,0.5) (999,0.5) + q" s) z- T2 f* r
- randomstart false
( \& i4 T4 k0 G+ X1 L% A - active true$ G; O' w% `* \& M) W% O8 Q
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
J! D+ r, E( X) Q+ @ - </control>
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- <control>
7 d* a6 j$ b7 e2 y* a) [. s - unitid 3
3 W7 s6 G/ x- \/ N& |0 I- K - active true1 L' G7 @ s/ L' _
- startposition 0 0 0
& z9 H) r2 g4 e0 p+ o3 A" k) x. | - lifetime 0 1000
9 i2 e# F2 |, V/ k8 D/ }, q - animtime 00 T2 L; A* a* y Z: m1 j8 r
- bonename "Bip01 Spine"
* X0 `) N# |& v' O ]: M3 h3 c! m - scale (0,0.5,0.5,0.5) (999,0,0,0) . w& m* T6 \8 ]- Y% ]) _. ~& ~8 ?
- alpha (0,0.5) (999,0.5)
) b" T! G0 S& Z' F2 [ - randomstart false t$ h# ^6 P) D# J3 o/ [4 y, C
- active true
( A/ |- X$ r" Z# f" i2 r - bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0' Z$ p% X' Y1 d" b
- </control>
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- <control>* Y `6 e" |3 E
- unitid 4
2 I4 a4 U, X7 w, t' t - active true$ V) S' R- X- h( z, d
- startposition 0 0 06 F; q( U0 t" ?) e$ ~% z
- lifetime 0 1000
' R$ \' Y6 J# v6 Y' a9 {$ \* l - animtime 0
8 A5 V$ D1 B/ ]* v4 o0 ]+ V - bonename "Bip01 Spine"
9 c7 d; Q5 `; {% |3 ^' F - scale (0,0.5,0.5,0.5) (999,0,0,0)
7 V1 ^+ S3 b4 e8 n" h. P - alpha (0,0.5) (999,0.5) , _' s1 t! b/ c2 X
- randomstart false7 F& s% C. x) s
- active true$ b5 x" \& E) O2 c, ~( v
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
9 x6 Q1 ]/ D: g' E9 X/ s- a - </control>
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$ h7 m( \0 x* p. Y: E! m- <control>7 b( a6 L9 ? v- e+ ^* U3 G
- unitid 52 L v/ x" T9 J: h7 m
- active true
0 k. j' z$ n _0 J) }. e - startposition 0 0 0. J0 k7 s3 [) s8 p) k
- lifetime 0 1000 f! Z& X5 J$ v0 }, l, H' f
- animtime 1
+ I: D; M* W6 ^+ ^0 \+ t, T) E - bonename "Bip01 Spine" 7 Z% P2 ^8 A+ ?4 a+ [9 i4 }
- randomstart false
1 N2 B; M/ g( v# z - active true, E0 a4 O. H; `$ ~0 `( |
- </control>9 T6 i# C5 y$ L# f" X
- - ?1 ?. f7 Q% U+ F
- </scene>8 Z c6 ^' j' E
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- </effect>
复制代码 5 z) a! O2 C3 Q3 k: J* o
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