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图片可以任意修改替换为别的图片 / F" G _% L9 F9 ]+ f
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% m- n* Z, j- `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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6 x: q# ^1 A1 W. Heffectdata.02% o" k7 o" a; J. t
: q/ {. o6 o; }' E8 |. J- <cate> 1
9 f6 T/ M4 ?/ n" M6 {; g - <effectdata> 0
9 P' A0 r" Z1 R - name sp_yellow_hand/ L9 L# g5 u4 i- ?
- unittype sprite1 i" Y$ }6 D, g; x# ~' b, @
- billboardtype camera
- H1 ~! t6 R9 x6 h# u7 y5 l$ G - tailstep 20 0 0.1 600 false* X" E! r% m3 x# k) ?
- size 1.000000
j5 O$ G8 w4 R# j0 o" t- J - backprint false9 w- m) G5 \3 F9 e( |
- disort false/ n X% F E9 ~( p; f4 w
- texturefile Effect\monster\longch.dds- d1 C1 u: R$ ?1 Z; ^$ j. P
- texturepack , G0 ~: q# h! |
- blendtype add. \' Z% w7 V' f# L3 G7 G, H
- textureloop increase
$ C1 L2 w: Z' u1 b( H0 |% l - texanimtime 0! [( d: m+ B, g P' Z
- </effectdata>1 K+ k/ T. k* N
- $ y5 e. h# e- B# N6 Y
- <cate> 7
) U% j! W3 y- ?9 X; s. g - <effectdata> 0
2 j, z" I, {$ E - name pt_yellow_short_light_02
: g% ]( c" [' l5 o5 }" ^) d - unittype particle% D% Z. l( `9 X2 R* {
- billboardtype camera
9 c2 j2 X* N& \2 I0 Z5 A - tailstep 0 0 0 0 true
/ F- `6 G& T7 w6 z$ o - size 2.000000
& ]( u1 h/ k. [& h% Z6 n - texturefile Effect\monster\light01_orange#.dds% O9 r+ k% J' a) T% \; M
- texturepack f! Z, a* k$ Z% T
- blendtype add: |# Q; M: A2 X) Y5 }+ F' ]* \
- textureloop increase
0 F4 Z( ~7 D$ }+ f/ _& x7 i - texanimtime 0
7 I2 @8 f) V9 P( K H4 S& j2 R0 S - leaftype sprite% {# E5 u9 k W5 K1 l/ h
- activestate exploderange R/ s/ B# I) Q
- lifetime 200 2007 c4 s) B$ u5 Y: s9 c' F
- emitrate 30
: X% l2 ~ Z& C& Q- v - maxelementcount 10
1 b& C* Z0 c& g' @4 f+ M - addrotate 60! [/ p1 K8 v8 G, w* X) b) d
- velocity 0 0% D9 z1 B3 g# i: z
- acceleration 0.000000 b, K) K; O1 C4 j; D+ Q( p- b8 x
- spawndirection 0 0 0
7 ~4 z) t v5 t c; { - gravity 0 0 0
! M8 Y0 H2 \8 X0 z* E - colorrange 0.000000* K% a$ R) T: D5 Y8 p ?0 E( O9 w- @
- startrange 0 0.55 f( o$ ~5 P" D3 n: ^; l$ L
- endposition 0 0 0
4 x, F6 D9 v( g" Q$ a - particlesize 0.5 12 T" R, V9 ` w) P9 k: I) S
- followdirection false
0 o9 ~( H; h$ n2 ~0 i% S - spawndirabs true. n, z7 V5 d2 r
- trianglerender false4 E7 W# ?; `; v3 o" K8 |' j! M _% Y
- </effectdata>* ~& g3 z, y8 @# g6 H( y) Q
0 Z9 @/ S9 {# \) v- <cate> 3
/ o1 _5 o/ }- t j4 e9 Z: x" _ - <effectdata> 03 C' S5 Z$ r2 Y+ B- R n+ u- v
- name mh_EFFECT_EMBLEM_DRAGON
+ S; c( ^" Q6 A2 o1 D! ^3 P; _ - unittype mesh5 H9 n5 |+ o$ k; S' P* _
- billboardtype camera
$ h; a1 S- G4 e0 k- F' Q! q - tailstep 0 0 0 0 false. J* Z: Z7 h4 @2 _: G3 R2 }
- size 1.000000
: C0 u& [( U2 ]! m4 { - texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack, q0 a3 q# y& b* d [ k
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh' e1 {7 c' Y8 Q& E, \. w& a/ X b! C
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim; p5 W/ }! X. {4 c! E4 e' O
- skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel
' P. E0 y/ k4 c: a8 C. |6 k0 Q5 S - animlength 02 B" ~- y( ^* z! i+ ^
- twoside true# `' C5 _$ k$ B: U6 O9 U s+ r7 B; x$ {- }
- mesh_status 0 0.000000 0.000000 ""0 B* i5 p: R) u: O( R9 B$ D
- </effectdata>
复制代码
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( A& O% M- o" m& K' F* d5 ieffectscene.02
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- <cate> 5 game" T$ l& q" f- ~/ A+ a9 i# p
- # ######## EFFECT_EMBLEM_DRAGON ######### #' ^0 ~, [3 [( ~3 V) U/ `4 s
- <effect>
( Z0 g) h! H7 o# a2 [ Y - id 1181
; k& G3 T( Z3 P: L0 U9 K |0 X* ~ - name EFFECT_EMBLEM_DRAGON. f- P& o9 T& G. s
- culldist 2475082071472936200000000000000000.00
* V L3 `+ n; S6 k' V. ? - <list>
+ t( K5 S) n! R/ d w5 c$ E - res 1 sp_yellow_hand
K$ }; X7 \3 t - res 2 sp_yellow_hand
, |5 b* \, U9 V6 G, U2 r0 k! N - res 3 pt_yellow_short_light_02
: y: b" S$ r |' s$ I; S - res 4 pt_yellow_short_light_027 f) A8 ~7 ~& X, L
- res 5 mh_EFFECT_EMBLEM_DRAGON0 T$ L8 l R0 y+ D* X# o$ |
- </list>
" Z6 Q5 X+ u- X. e1 R - <scene>
9 J( A* G) r( k, b2 _ - sceneid 1
% m# m; k( }8 `* C/ |2 H - name 1
) j- P% v5 M: M% X9 h- q - <control>
+ k9 Y5 q) U( G. R ` A - unitid 12 C8 I6 h7 ~1 [6 h5 \$ ]9 U
- active true- P3 d3 p6 F' f) |$ L+ K6 d
- startposition 0 0 0
3 k' Y/ S6 ~) s$ {3 p w! q - lifetime 0 1000
, |' B1 R$ W* x/ L( s9 Q& x8 \& c - animtime 0
3 M( i9 _( w* c( ? - bonename "Bip01 Spine"
, P& |8 t/ k( j$ m9 |. Q" J, s3 Z( w - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 4 Z7 M' w. A: ?
- alpha (0,0.5) (999,0.5)
" p9 w- x1 L% x- ^. }! q. ~5 }; X5 p - randomstart false
( i) o2 H8 y0 g: W6 K& E2 s: b - active true3 O( ~1 F; y0 }& K; ?* N
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 02 K$ M6 ^( k. `3 A) x
- </control>5 o6 o) x, Z. N0 F7 ~( o$ U! Z! S
0 e7 i ]! l$ q9 F/ o- <control>8 G2 O* r' ~% ^
- unitid 2
8 L& i, t+ S7 s3 o" d- N - active true. ~7 f5 q. R& R1 p
- startposition 0 0 0, n, m; G& d2 f+ H2 P8 t2 o' ^1 S2 |
- lifetime 0 10002 |6 W u7 `$ c
- animtime 0
" m& b, g( Y5 @( J - bonename "Bip01 Spine"
' W A8 {, q& i$ n4 |2 p - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) 0 j! q; d! Z( D/ R' [# g
- alpha (0,0.5) (999,0.5) . @: J( m/ f8 K. v7 m
- randomstart false' B3 _, b4 u6 O `( w. A
- active true
1 I: L# U2 Z& X9 W* I - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0- v4 j9 D- i3 V! Y" p* S5 M
- </control>
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- <control>6 ~# r8 h2 s, S
- unitid 33 c$ m9 W( m" F- q/ Z
- active true
! T; _. c! M! g5 u3 _0 U - startposition 0 0 08 s/ h& x/ m% S! \) z& Y5 s. g
- lifetime 0 1000
! m: J( a: E& A, M1 P - animtime 0
( ~/ \' U6 S c' V% a0 ~! s. W - bonename "Bip01 Spine" 5 T' } E- T3 \, n
- scale (0,0.5,0.5,0.5) (999,0,0,0)
( ^& R3 I3 k' U$ ]+ D5 `/ H4 U - alpha (0,0.5) (999,0.5)
# e) c+ o/ z! o- \. H6 { - randomstart false
, \- a$ o, R& F1 y% F' C% l: ] - active true; ?+ G8 D* o5 z b2 _! y- E8 |
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0. m9 g( d6 ?/ y
- </control>
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' b! j4 G. u1 P- <control>$ ]5 [; I- M6 O3 M4 d
- unitid 4& b' X/ g4 [2 t9 V( L* U2 `
- active true
4 P( V1 y& w. A, b9 a% ?8 V3 C0 W - startposition 0 0 0( S* I+ d/ ?: b! k' e
- lifetime 0 1000
' ?3 G5 K* D4 B. y0 M - animtime 0 U1 h- ^% X( G
- bonename "Bip01 Spine" " S6 \! a8 q3 d
- scale (0,0.5,0.5,0.5) (999,0,0,0)
; F: f& W* F$ e- s* W9 x7 L/ N - alpha (0,0.5) (999,0.5) n) Y' ^& G ]/ a. a: |% L
- randomstart false
. A! K1 F4 W& ~) d+ T# t c! ^6 @ - active true8 D7 q8 x1 z7 v* I# K
- bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
) A: o0 ?+ L! Z/ G k - </control>" K9 ?/ [% m Y
9 b2 u- d0 O$ z$ A8 l8 i+ |" [- <control>
" S" z8 j- n/ z3 X. J - unitid 5
) |' o1 b0 m( {, | - active true+ z" l6 K7 O$ m/ q7 B3 s
- startposition 0 0 06 t; Z- ?: K$ N* f1 o1 u, x
- lifetime 0 1000
0 F6 N, \9 U( F- x7 X" X @; j - animtime 1
/ ~+ w1 Q; z k4 } m ^ - bonename "Bip01 Spine" * ~ i3 j8 b) u6 \
- randomstart false
' O; m. K! h' v" j& r8 W2 z$ F - active true0 P5 t! I$ h9 E$ Z
- </control>
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6 W) B; j f: N- </scene>
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% [! R9 [/ i3 k! i- </effect>
复制代码 , ?0 G/ H0 O* I7 B2 p) d, p
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