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- 注册时间
- 2023-11-3
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d0 \6 ?2 L: Z% m# z图片可以任意修改替换为别的图片 2 V6 T- G* N' m% u- |, g6 e
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: C' \% v" L- w& [% L注意下面代码不要直接替换 这个是需要手动增加进去的. g3 r, F) c1 p3 [6 l* H" i
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4 @7 j4 `2 |, v" Q& Zeffectdata.02
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- <cate> 1
% s. X5 @ b; m) M$ t - <effectdata> 0# M, a1 Q1 k" Z0 l0 G2 f; I
- name sp_yellow_hand9 Z s# Z e% F9 B. j' i! k
- unittype sprite
' F6 h1 j% D, B9 f2 k5 L6 r6 K - billboardtype camera
1 [9 x: |% [( _& z6 o" h - tailstep 20 0 0.1 600 false) Q7 I x3 |* m. |1 i
- size 1.000000- D) i& T. |, Y
- backprint false
" V0 b+ w; q8 n1 S; l - disort false1 Q5 M5 b9 i: q! W, s% H
- texturefile Effect\monster\longch.dds
! @: p4 A: b* b& u2 }) t# L; M4 o( M - texturepack
7 C' E" H$ y9 H& e# t - blendtype add$ L: v- p. F; Z4 O
- textureloop increase
. n9 P1 P4 l. f% W3 u* u - texanimtime 05 ~/ Q4 B8 H6 ]# P
- </effectdata>9 V s# o0 M$ F3 |
3 |' J+ p; e1 S; o) [4 O- <cate> 7
- K; w& U3 G; [5 g - <effectdata> 0
: w8 \9 o& \8 ^: j, m - name pt_yellow_short_light_02' E* c1 R V1 m8 V7 {
- unittype particle. z0 u* l7 c3 c) {6 x: x5 \
- billboardtype camera
: G) T: A) q* } - tailstep 0 0 0 0 true
7 T0 V5 E/ }& z+ A7 E3 N" B' r4 L - size 2.000000
, d" d0 v: P/ _/ e8 }) D3 | - texturefile Effect\monster\light01_orange#.dds
. |" E9 x5 ]% a" {0 [2 E - texturepack
5 y, n, L4 z* i" L: M9 e$ `1 t - blendtype add
a. O1 m! U5 Z4 }9 u3 Y. {, Y - textureloop increase
% e0 U1 \. S- P% I& ^ o - texanimtime 0
/ V, K9 j( r4 k( U U - leaftype sprite
3 E) Z0 K- p( M - activestate exploderange* L+ t( X. E; v& Z- P' n* e
- lifetime 200 200$ L$ D4 f! C0 T7 D- c9 s
- emitrate 30' z" ?1 x+ [8 V4 C& }1 X# ^$ X
- maxelementcount 10
! d0 {" F' h, q3 e g: s5 s - addrotate 60- [2 @; o1 \/ W; r
- velocity 0 0
" x4 y6 k& X0 w' k4 b - acceleration 0.0000009 |+ o7 n& ]" P$ H; S- o2 n
- spawndirection 0 0 0
: w% w% j+ @! ]2 ] - gravity 0 0 02 L3 `3 v2 p2 {1 U
- colorrange 0.000000+ |: m9 [: f) o% J/ Y9 l
- startrange 0 0.5
7 E! [4 e( @& Z/ o s# n - endposition 0 0 0% p5 O* }, T: E: i
- particlesize 0.5 16 s2 t0 n$ t6 y/ z& q
- followdirection false
' U7 Z3 ]- G* L7 w6 Y2 j# R - spawndirabs true2 V. x6 m% M0 O( d% f
- trianglerender false
6 ~* x% ]1 p, i, G: f; } - </effectdata>
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+ @5 D- C$ Y& @! }- <cate> 3
$ T* N5 q2 t j" }" N - <effectdata> 06 k# F# L' n* w' K, B( f
- name mh_EFFECT_EMBLEM_DRAGON
' X) ?5 P0 u" n: @ - unittype mesh
5 F- C! q2 v i" J$ w - billboardtype camera
2 S3 E# B! Z) Z" r+ e7 c' b - tailstep 0 0 0 0 false
! \+ C m: o2 b$ J7 l. q, { - size 1.000000 u! h- U, t& K6 B2 Y
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack
9 U3 C9 X# Z$ _( Y, P/ S - mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh
7 W3 H+ n' h/ K( ~( G# X - animation effect\monster\EFFECT_EMBLEM_DRAGON.anim4 u' u' q' z( }, P2 a; T3 c4 u
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel+ }+ w" m8 T9 s, k4 B9 z( t( t
- animlength 0. h7 m0 ]* y$ g6 K$ V7 A
- twoside true _9 A) i+ `9 v1 M. p
- mesh_status 0 0.000000 0.000000 ""
* T/ W$ ?$ n9 q" R6 e. ^ - </effectdata>
复制代码
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6 L. m* w& a% i5 m& Y' L6 reffectscene.02
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- <cate> 5 game
9 x% B0 K6 K3 J$ Y8 ` - # ######## EFFECT_EMBLEM_DRAGON ######### #$ {1 C) r: R8 Z, k( s
- <effect>
6 M% _0 g' o% y" N" q1 o - id 1181" G" E. @" N! ~
- name EFFECT_EMBLEM_DRAGON
& C) i1 O3 t8 `4 l - culldist 2475082071472936200000000000000000.00
4 n% |5 G/ d( ^" H - <list>
' g$ }9 Y2 o0 Q" Z' B( m' A' a' q - res 1 sp_yellow_hand0 S( m( X& i3 ?) [. G: e6 x
- res 2 sp_yellow_hand2 L+ z. G5 ?+ {9 w E6 Y+ T
- res 3 pt_yellow_short_light_02
D2 P$ f0 h9 N% b" U - res 4 pt_yellow_short_light_02
$ G3 h, u- D; H1 k& }' L- P2 k - res 5 mh_EFFECT_EMBLEM_DRAGON3 ? m# H) A& g4 B' W# ]# I* ~
- </list>
4 ~& |' ] @8 l - <scene>: }# |! q- M% L, o' P" Z5 ?
- sceneid 10 s4 i- l+ _* F, O4 @ v* C% i
- name 11 n! W; a( Q! H Q/ Z* n T
- <control>
7 I2 R. V+ v6 Z2 T - unitid 1
& { {8 {9 x' q' r - active true
9 J8 H5 Z2 o, P - startposition 0 0 0
& V# f' ?% I7 [' @: O% r - lifetime 0 1000
- L. b$ `6 y* ?% U. D" y4 j+ a8 P4 x - animtime 09 [4 A5 ]) b+ j6 k8 V$ q; c
- bonename "Bip01 Spine" % T1 ?$ _ u2 s- M" x+ {0 m8 X
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 1 A m, V9 q% H% w& A
- alpha (0,0.5) (999,0.5) & G. r: l8 Y4 D, [3 u5 }' l
- randomstart false
1 E; i" D& n x6 L0 { - active true3 d" Z0 X7 a* Y8 t6 d* ~
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
* ]/ }" A# b+ A/ ^ - </control>" j K; T, [( Y9 C
# U+ u5 t" d4 O, a) F9 j- <control>0 T; F( b) J. a( ^3 R
- unitid 2
8 b4 v% D* O3 E. ~, E - active true
4 |0 Y1 y. e1 C, g2 _ - startposition 0 0 04 N b" q8 c& {
- lifetime 0 1000
' E( Z! N {, r - animtime 0
% @* ~. a. r3 _% l: `' Z1 N9 B5 b - bonename "Bip01 Spine" $ Q* s$ F: }0 v; ]8 p
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
2 U J1 j( U' a# b4 k( S - alpha (0,0.5) (999,0.5)
$ T/ i6 N& Q& [* P8 z - randomstart false
2 N4 g7 @9 |/ x G1 n4 F - active true
. e- r, s$ o0 F* `* X" s3 l( f - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
# E1 O) t8 g- i" O T/ y - </control>
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- <control> Q% @3 [0 h8 ]
- unitid 3% r+ y6 ]0 H1 H
- active true/ |: q! _7 |/ _' z8 H2 p( P" z2 y
- startposition 0 0 09 o7 r. p- o F# R) Z
- lifetime 0 10008 z8 S$ j) p1 e- G( Y, X8 A
- animtime 0
. u% N. Z& @% g# K# X7 ^. c - bonename "Bip01 Spine" ( g$ H( G% O; x6 i8 o; b
- scale (0,0.5,0.5,0.5) (999,0,0,0) 9 @+ \/ \6 R! x, ^. ?% u- y
- alpha (0,0.5) (999,0.5)
4 U. e9 g! v0 d: U- Y - randomstart false; d4 C: Y) p; O( v# G
- active true3 v; W3 U0 l7 x% L" Y, N4 }
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0& `4 T! f+ r* s& g( x. y
- </control>6 g C% P8 E( q( w' E
; ~# ]+ \+ e) c4 f+ Q6 m Z- <control>
# h9 X6 L a; F! \ - unitid 4
9 q9 g2 a9 J7 y - active true
. B! d" w$ Y, R6 x - startposition 0 0 0
# a, O( j3 z$ n - lifetime 0 1000% f) L% y" i% w5 C+ F% U' `4 S+ ^
- animtime 07 f4 k, a9 r/ z F
- bonename "Bip01 Spine"
. |( E: ~1 v) U( j. a9 o; u8 I - scale (0,0.5,0.5,0.5) (999,0,0,0) 1 K1 t+ P* @2 | K- `' q
- alpha (0,0.5) (999,0.5) 6 @# B/ o2 [. ]1 A' T
- randomstart false
% N* k6 x6 H3 P - active true
! D' S) e' K# D- k" G8 } - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 07 w3 \% ^5 ^8 E8 U
- </control>) W$ B. J$ s5 G7 ~
- , N1 O5 ]1 s, s: Q$ C6 l
- <control>4 Q3 }% s! `4 f% ~& H
- unitid 5- E% S2 B8 w% ~, ]5 ?/ Z
- active true
+ b# r; l, x5 ~" t( V - startposition 0 0 0
9 C$ _& j, a9 {6 ?: b4 P% } - lifetime 0 1000- N: r. } [0 {+ d* Y0 m0 G- u
- animtime 1, [, b V( I, E) X9 o: T+ g3 @
- bonename "Bip01 Spine"
+ O2 j8 ^+ ^! \+ w8 ]1 b! | - randomstart false: ~4 M; ~+ a! k. b. H
- active true9 Y- Z5 c6 V8 P$ f2 o D
- </control>+ j" g; t4 l9 d: z
$ _& l8 H7 c5 O: H3 L- </scene>+ u( K! V2 a0 r4 C# c- T
- # _6 k/ {" u* A5 Z. z
- </effect>
复制代码
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