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- 2023-11-3
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1 x7 i) T8 e; q% f1 v; e! }' F图片可以任意修改替换为别的图片 6 C- N w% d+ P* K, w
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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.02
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- e5 Q1 V9 f- [! n* z3 ?% Q! A- <cate> 12 j) K- g- u8 S) c/ B) S
- <effectdata> 07 d5 J% l2 |: O- W" q5 ]
- name sp_yellow_hand
6 v2 K4 P9 M0 G# n' w1 L' y - unittype sprite
) h' u( L3 n8 V6 N8 ?8 [ - billboardtype camera
+ f/ x5 |- a- x! a! ? - tailstep 20 0 0.1 600 false" h* F, x Q |$ s
- size 1.000000& x' m# Y) j0 h4 Z
- backprint false7 W: c# h6 J8 X6 |# ~
- disort false
3 u5 | z' i1 z9 s! l - texturefile Effect\monster\longch.dds, _1 O; @! E$ J; |! {
- texturepack
# a( o% s- m f - blendtype add, d) |# v9 T2 f7 O% g9 h4 `8 t$ D! |! M
- textureloop increase
8 _8 L1 `. x' @3 M# X+ R$ ]' W - texanimtime 0
, i9 p1 ]( k3 A7 E) R/ p/ u - </effectdata>
; {( j! G7 J2 S( @0 r, Y$ y" U
0 }! C) I' }) U k& W- <cate> 7 k+ Z8 @. q! Y! r
- <effectdata> 0
3 d# X; P$ M3 u - name pt_yellow_short_light_02
5 C* R$ G+ W Z5 t$ Y5 V - unittype particle
+ P2 i# s# a" p& H: g+ E6 D1 n9 z - billboardtype camera
. }+ |, J' E. H2 ? - tailstep 0 0 0 0 true' P9 [" l. |/ b% _# Y b% R* r
- size 2.000000. b2 s& u/ p+ o, q) N
- texturefile Effect\monster\light01_orange#.dds' Q2 E* o9 ~* f; y/ P9 K
- texturepack ! d0 ~# L7 |9 C' q/ `
- blendtype add& A3 _9 p/ x% C; H5 E8 C8 M
- textureloop increase
% y( {8 J: e {5 h, r+ u - texanimtime 0
5 H7 c4 j8 y( J( J7 M4 C - leaftype sprite
6 Q, y6 a. A8 v! F( K - activestate exploderange& F9 Z$ s/ g2 T, l9 w: F
- lifetime 200 200
# S- I9 F# A( m" M+ V! c - emitrate 30; s, F9 R* f' x+ L! w
- maxelementcount 107 K, b4 C" o: N7 ^% x9 f ]" U( v
- addrotate 60
! W' S" f+ C" E6 N5 g - velocity 0 0
5 b4 H9 A1 \- ~; h, }. k# ~ - acceleration 0.000000! S5 z/ G# }) o; M) }2 I
- spawndirection 0 0 0
- Z& X& C: |1 T. ^9 p u - gravity 0 0 05 |9 D: n' p" } h1 i$ t: ]( v
- colorrange 0.000000
) I6 {: y( Y" f$ u7 t L3 ` - startrange 0 0.5) |. F; y0 Z' j Y, C3 R
- endposition 0 0 0
6 M# x/ x/ G! }2 W7 @& e# @ - particlesize 0.5 1% n [* F% E. g! r z! w
- followdirection false
. b, w1 c; L" O+ N) I3 f6 |, d - spawndirabs true
; l% `8 ]' L8 f6 n2 H6 u - trianglerender false. [) V* a; s' D1 s, U
- </effectdata>7 n4 k: M$ @( J4 p4 {4 Z
5 l$ i! D* g# a; g- <cate> 3
! a7 X1 }' S$ C - <effectdata> 0
' b- p( T s4 A; c# a - name mh_EFFECT_EMBLEM_DRAGON
2 ~5 w1 T4 _! r" c7 f - unittype mesh v/ N- g) c$ \5 X7 `0 g- @3 P
- billboardtype camera
/ x0 S+ N% `$ R" c/ \$ \ - tailstep 0 0 0 0 false
7 q3 n; r3 ` \! M/ R - size 1.000000- K( {/ U2 U. z0 G
- texturepack Effect\monster\EFFECT_EMBLEM_DRAGON.tpack1 ?3 `1 S* W8 j( H) ]) g
- mesh Effect\monster\EFFECT_EMBLEM_DRAGON.mesh. P4 `0 [! m7 ]9 e# T6 @3 T, |
- animation effect\monster\EFFECT_EMBLEM_DRAGON.anim
/ O* I" E/ `2 C0 K/ |8 Y. Y - skeleton effect\monster\EFFECT_EMBLEM_DRAGON.skel7 u5 [: V& ~ }3 H; w: ]
- animlength 0; k7 l' Q+ X; \& n) C
- twoside true+ p7 R( ~. L- ~) @
- mesh_status 0 0.000000 0.000000 """ j1 U9 F+ I- H2 d9 s
- </effectdata>
复制代码
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effectscene.029 l% a, Y( F5 B3 L G8 u
- O! W3 G% O( h. E7 T1 [- <cate> 5 game+ V" D, J0 d4 h; R
- # ######## EFFECT_EMBLEM_DRAGON ######### #
. I( k8 R* Z7 x. }1 Z - <effect>
3 F! o e$ L5 N& }# C - id 1181/ e7 @# g0 { J3 r1 T
- name EFFECT_EMBLEM_DRAGON
8 T# V! @" j8 I - culldist 2475082071472936200000000000000000.00
( H$ {1 }$ h4 T1 ^( E5 [ - <list>
' y. X) s) F2 S; R8 P) X) o5 Z - res 1 sp_yellow_hand
. X* M7 G# [0 x/ _' r - res 2 sp_yellow_hand1 h) P7 f0 G2 |5 c. W; P
- res 3 pt_yellow_short_light_02& y0 K; [. `% s; m
- res 4 pt_yellow_short_light_02* k/ Y4 [' e" f- E1 W
- res 5 mh_EFFECT_EMBLEM_DRAGON S) t+ |9 d! G9 f
- </list>( a$ S- d' d2 x/ D5 g1 E5 ^7 A& q' K1 M
- <scene>
9 f2 I1 U5 r ^; S* s, B( X0 u- A - sceneid 1" M2 ^9 A% Y3 x' b
- name 1
E' Q) s- H$ W' m1 g1 i; q5 o8 T* K6 K - <control>+ M- d" R) K! M) O
- unitid 1! I8 L/ ~# g& K2 a) p& _' ?2 `
- active true
5 q9 ^6 n7 R4 V: A' a% Z9 \. r8 k4 O/ i - startposition 0 0 0
: Z8 y( U% h! }! j2 l: g - lifetime 0 10008 e) B# ?$ h4 t$ P6 t8 E0 j
- animtime 0
' x0 d' F, q; X# Q. V; B - bonename "Bip01 Spine"
0 S, k& I0 F3 i2 k* r9 j( E - scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5) * d# k+ [; t3 L( _% X- n9 P
- alpha (0,0.5) (999,0.5) ! Z" t$ b0 f/ [8 Y3 a
- randomstart false
' s4 w2 _* q* I: V: T& }. k2 V - active true- K* W* A' U6 S9 [! N/ I
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0
$ ]* N. ]8 @# \% }& { - </control>
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- <control>
! U$ r* r C3 ^# J2 c2 ? - unitid 2: s& t9 r, ]+ [8 d" ]2 U0 Z
- active true
" ?2 l7 N8 M2 Z - startposition 0 0 0
, C8 T; a0 q! ^/ y - lifetime 0 1000
2 L9 t* h: \) p7 v - animtime 0
; w8 O! o* d1 c! m - bonename "Bip01 Spine" , B. D5 D( R8 g$ o- {$ U
- scale (0,0.5,0.5,0.5) (999,0.5,0.5,0.5)
+ K) C- {( {4 p- E6 s' r, Q- q - alpha (0,0.5) (999,0.5) " \* i0 w' t; j8 Z. N9 Y8 |
- randomstart false
4 ? ?; R9 H3 [# |$ z - active true
8 u; l8 v; s) h7 `5 S - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0. M/ i1 E4 H+ x- v& ]3 F
- </control>
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, h0 \& G. V3 A. k- <control>8 k* u" j4 o+ \3 _* M; v- d
- unitid 3
& F& n3 Z5 }5 T" r7 C$ W - active true1 L; n& X! y% y
- startposition 0 0 0
0 I, }( ]! ?/ C% O' K - lifetime 0 1000
" [1 u2 m: H" }; T% V - animtime 0; }/ b. i0 {6 H6 Z1 o6 X
- bonename "Bip01 Spine"
3 {' p+ S H! v; ?& X& D8 F - scale (0,0.5,0.5,0.5) (999,0,0,0)
" R* B, I; B8 y - alpha (0,0.5) (999,0.5)
; X7 t8 R* e% B) |( X3 W6 n - randomstart false
( [- O, X* [4 Z3 B+ e - active true' j; n3 P- J( K9 x) R. g
- bone_animation "eff_EMBLEM_02_02" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 0; @" x! A9 Z- h' U, m0 `
- </control>
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- <control>8 D' D1 g6 g; F4 H
- unitid 4& D( p3 _- p' `3 L J
- active true5 {- v: Z6 T* r8 x" {; ^/ b
- startposition 0 0 0
: m9 H6 d) t' X, B6 u+ K - lifetime 0 1000
6 v& H5 _9 |# Q7 x - animtime 0
* R0 t9 }$ V! t+ R) E) } - bonename "Bip01 Spine" / a0 B: ?0 q/ I0 \$ D- z
- scale (0,0.5,0.5,0.5) (999,0,0,0) 1 p, `- y& n9 w
- alpha (0,0.5) (999,0.5)
- W# ^2 l, ]- h! d - randomstart false5 h) x# Y, t2 t
- active true
5 t A0 y. V& w9 ~2 `( [; u - bone_animation "eff_EMBLEM_02_04" "effect\monster\EFFECT_EMBLEM_DRAGON.skel" "effect\monster\EFFECT_EMBLEM_DRAGON.anim" 0 0 06 S7 A. U+ g4 O8 o$ ~
- </control>* l+ ^, c B( B$ C
( L* a X4 R8 @7 Q: o5 U8 {' q5 |- <control>
) G; |6 F( t7 w) P: J! v: a. D - unitid 5
1 @! \" R, D4 x- p) ] - active true$ k+ y# B w* L6 @, H( [4 s# _% G7 H
- startposition 0 0 0
- e9 ~2 t% w/ k - lifetime 0 1000# |/ o; | ~( X8 H
- animtime 1, {* _5 S2 E, M
- bonename "Bip01 Spine" , J% D9 k' j7 [5 L: A
- randomstart false( i* Z4 A0 ~# p: P
- active true
$ K, j' l( ?' [ - </control>
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" y8 k: o. Q: ]9 O) t' _- </scene>
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4 {. Z3 T, e7 F7 Y8 r1 i; U- </effect>
复制代码 4 Z# |; j7 ~: w4 i1 P% s- F0 H/ J
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