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8 Y) N# Y% M+ s' L# Z0 ]图片可以任意修改替换为别的图片
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* |- F6 ]; J( g% @; t/ H0 w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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* h% E2 ^/ h$ F- <cate> 16 u9 S) p; o1 ]3 I c
- <effectdata> 0
* k0 G: T$ _0 `" u- a1 k - name sp_yellow_hand7 z3 K7 ?0 x1 C9 Z- b
- unittype sprite: _" a: m! r" i0 r5 c! {1 O) o
- billboardtype camera
. }( R1 \) {5 M- {* b6 H - tailstep 20 0 0.1 600 false0 x7 N: C+ ~3 ]6 D
- size 1.000000$ Y9 C. G% X/ q4 f4 t) X
- backprint false
- y9 o! c K3 S* I( ^ - disort false6 A9 I4 B; H0 E" ]% g7 N" ]
- texturefile Effect\monster\longch.dds
! a- w+ J* _! F/ E. p - texturepack + H$ ]1 r! W$ I. q( u
- blendtype add
% s: i0 Q7 g3 W, I - textureloop increase
8 @+ }0 ^% F& ?0 L - texanimtime 0; W6 E) d# I# I. E( y" a$ Q
- </effectdata>
{- q1 a3 V& e8 i1 [, o, Z
( ^/ K- {( X6 e. W* [- <cate> 7
" `9 [5 A$ S; f- D - <effectdata> 08 ~1 q5 G9 B! H$ D3 T
- name pt_yellow_short_light_02
' F( m% B# v* B( Z6 P - unittype particle7 U; m( y: ?* j; I. ^/ O: H8 z W, _
- billboardtype camera- e6 e: f" j% N o8 \0 _# k
- tailstep 0 0 0 0 true/ x+ x4 r u( G! D3 v- H5 m' I
- size 2.000000
`9 b/ e( H5 ^# G4 k+ a6 E8 l8 \ - texturefile Effect\monster\light01_orange#.dds1 X/ k" y, Y$ w& b3 i- X: b
- texturepack . F. N; x" S1 d+ B7 J
- blendtype add9 K0 M" P* Z4 J/ P7 L. j9 ?; x) j' I
- textureloop increase
1 _; [" U9 x7 d9 D - texanimtime 0
F9 X j9 `) i. R, K - leaftype sprite
9 G; \. J3 Y3 |) F9 ?6 E- E5 i - activestate exploderange
* L3 E, r, {! @8 s - lifetime 200 200/ V$ N! i- k! X2 U, C* ?
- emitrate 30
& n, t" K, G8 s Z2 `5 W - maxelementcount 109 i0 A3 Y5 N' l0 ^" m. F5 O; i. E* V
- addrotate 60/ }! s2 U4 X) o0 L$ n7 ^6 H
- velocity 0 0- t' C! y! \# v6 u! }4 \* ^' F4 P
- acceleration 0.000000
6 l9 g/ M; L S3 T' i% I - spawndirection 0 0 0
4 ]6 v; X5 k6 b% b: K: y - gravity 0 0 0
5 O9 C: h O% v! S* }8 ]$ C# D0 T - colorrange 0.0000005 [ H; R2 W; b0 ^8 y% v
- startrange 0 0.5/ z1 L) k7 F1 \' ]
- endposition 0 0 0
8 y6 d0 S. `8 J& L! @ - particlesize 0.5 1 K, _+ D& b: I" m+ t
- followdirection false
8 w0 s% f% v+ j3 w! L; K7 S$ v, b - spawndirabs true
: d' _3 N E% r" I7 N# F - trianglerender false
6 Z4 A: I# N l1 C$ x - </effectdata>( D" I5 `' s+ |( d# ~* d
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- <cate> 30 s' x6 `7 V t$ [8 N S" |2 }6 I
- <effectdata> 0
7 N+ |" D6 r+ O: R/ O - name mh_EFFECT_EMBLEM_DRAGON
8 Z' c1 @* y$ z - unittype mesh
& F$ ]* x$ A1 g1 l - billboardtype camera' @& I' w" b+ j7 @3 V/ f
- tailstep 0 0 0 0 false, @( y: ]- |" \' o; Y+ X# P0 c! i$ e3 A
- size 1.000000
! }! o8 [% O0 o4 ? - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack5 ~/ l7 @; S5 o& \ ^- T6 M- l" y/ s
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh; ]' A) d2 I+ A$ W
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
6 F/ D5 b- l o1 @ P - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
5 x3 c+ }- u/ Y3 S1 T5 G - animlength 0
$ s# |' [( u: F9 X x$ |5 _/ h - twoside true. `+ U: H2 e: f# C8 \% P8 U( [
- mesh_status 0 0.000000 0.000000 ""1 R+ b# e3 q7 L+ i: Y
- </effectdata>
复制代码 5 |0 e: o ?% r
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effectscene.02
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- # ######## EFFECT_EMBLEM_DRAGON ######### #
$ u: B4 `) p; [1 @) x' F1 F - <effect>
9 J: f8 D- |& S - id 1181
8 v7 a c3 R- Y/ F - name EFFECT_EMBLEM_DRAGON
8 z5 R0 c- q9 S% k - culldist 2475082071472936200000000000000000.00$ x/ ]; q2 |' n" w+ H- n# g
- <list>* }& I0 Q+ q6 Z
- res 1 sp_yellow_hand
" w4 Z- x- E8 x2 ?; Y$ Y7 D$ s - res 2 sp_yellow_hand
+ E {/ y7 d* s - res 3 pt_yellow_short_light_028 o1 C6 {/ K; U* `
- res 4 pt_yellow_short_light_02
: T( X8 l$ x/ [- F - res 5 mh_EFFECT_EMBLEM_DRAGON$ E" ~% ]3 v, f/ _
- </list>. d X( o9 z7 e
- <scene>
# N$ w$ \5 v6 `( S) B& t6 x$ f - sceneid 1
- m- D9 n! b& {1 a3 N1 P U/ V - name 10 ~' [! m' X# d) y% w7 F" p+ a$ s
- <control>4 G9 a2 @# b) h {7 z9 H8 D: n
- unitid 1
% J5 B* i) ~) {: R4 [0 H, }4 T - active true
7 H- }6 F: }( V9 W! C6 y - startposition 0 0 0" r* O8 I! \/ |6 D+ D- }( a' P( H
- lifetime 0 1000
" S! d, O$ \6 b4 D- ~ - animtime 0: y7 @+ d" Q( }4 R( h
- bonename "Bip01 Spine" , W% R1 c- J6 b; o
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
4 h- [3 `2 S) [ - alpha (0,0.5) (999,0.5) 9 V: h9 e9 V# n
- randomstart false
7 x! ^6 L8 c% |! k5 ~2 N. t - active true# A O, ^: A: |2 {) b0 ~8 x, R
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 09 Z# P* n8 i3 F1 V
- </control>
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- <control>
+ ^6 E: j5 a* H$ g - unitid 2
* O- ` j: {- V# f( I0 N - active true
. i- Y. J2 C$ b! N7 m; B" H - startposition 0 0 0
% C: Z2 \: b6 Q& Z* [ - lifetime 0 10006 w* ^/ g; x6 Z3 N1 u
- animtime 0: m5 e+ Z7 K4 Y+ X' u
- bonename "Bip01 Spine"
" g: a. ~- s! H) @3 Q - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
3 V- U; j2 d4 d' l* i% R& ? - alpha (0,0.5) (999,0.5) ' l* l6 E, V5 s) \& u+ y
- randomstart false; l$ [) D6 _. K1 ]3 g8 y
- active true7 f! A' Q1 V, g0 k* @# \
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0* r. {: n, X6 ]& ~, e& B
- </control>. J' D+ [2 |3 G
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- <control>
4 w/ H1 X' P! j) b$ m% I k - unitid 3. ~7 @0 N8 O: W6 _* l. o: H$ B
- active true7 q3 w- v5 c* Z
- startposition 0 0 0
n- z8 _9 w5 x+ Z8 U% G) q, ]; Z - lifetime 0 1000) M! S. _6 `: U8 K3 Q& [3 `, u
- animtime 0) M% C' M- ~+ N' _ M
- bonename "Bip01 Spine" 6 G7 Y) @. j: ~
- scale (0,0.5,0.5,0.5) (999,0,0,0)
- P! A- }' N( }( T7 N - alpha (0,0.5) (999,0.5) 0 b% I5 o( u" \, q
- randomstart false, {6 n7 c& e& m) N9 `" c% A( H, D
- active true4 Z! l+ B: e1 j+ h
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
# N( _/ ?' _( v! A9 a& ] - </control>% S8 D: D! L, \) [9 p" z5 u
- ' Z2 ?( T% @/ r* h! g% y5 H; B
- <control>( y& ^. P# y! c* I& b- a, b
- unitid 42 R% c0 T" Y/ a* Z" f
- active true
4 d' T9 d) ^/ K - startposition 0 0 0( b( K" b+ }" T5 K. q4 {, ~- D
- lifetime 0 1000
9 L) _9 ~* N; W- x8 ?6 ~ - animtime 0. s1 ~. r S+ w9 F
- bonename "Bip01 Spine" , I$ h' ]1 A+ s/ k' q% p7 d Y0 O
- scale (0,0.5,0.5,0.5) (999,0,0,0)
! I% P- Z# q; K+ u" L2 C - alpha (0,0.5) (999,0.5) # |- Q& k- G7 P) F( s- h) i& `: A
- randomstart false( g+ ?. Q8 Z Y# p0 W- K, A1 S
- active true
) l6 p% E+ H/ m, {% _/ v - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
- u8 z1 E' {, q- }2 ^ - </control>' h1 B5 d. G0 l% G8 Q
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- <control>
& ~9 T) V' f2 B6 N, X2 m# H2 d - unitid 5
; j0 f" y; U. S - active true
0 N/ V! b6 Q; A' _ [) r9 D" v* L5 p; Q - startposition 0 0 0- j P* n& ?0 K" R/ L" C1 |8 D
- lifetime 0 1000
! W z! M6 k7 ?; }0 r - animtime 1
5 v' S' J+ T# m% \& F j - bonename "Bip01 Spine" ^3 G8 s1 |) P0 f& P4 v0 a
- randomstart false/ P6 F8 c9 V( m; ^
- active true
4 e5 a- e0 n. |/ U; d& y! S - </control>
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- </scene>
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- </effect>
复制代码
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