function sq_AddFunctionName(appendage) { appendage.sq_AddFunctionName("proc", "proc_appendage_priest_scythe_mastery") appendage.sq_AddFunctionName("isDrawAppend", "isDrawAppend_appendage_priest_scythe_mastery") } function sq_AddEffect(appendage) { appendage.sq_AddEffectFront("Character/Priest/Effect/Animation/ScytheMastery/1_aura_normal.ani") } function proc_appendage_priest_scythe_mastery(appendage) { } function isDrawAppend_appendage_priest_scythe_mastery(appendage) { if(!appendage) { return false; } local obj = appendage.getParent(); if(obj) { switch(obj.getState()) { case STATE_FASTMOVE : // 坚楼桧翕橾阳缚 饵桧萄葆蝶搅葬蒂 斜葬虽 强朝棻.. case STATE_AVENGER_AWAKENING : case STATE_EXECUTION : case STATE_AWAKENING_TURN_OFF : case STATE_EX_DISASTER : return false; } if(isAvengerAwakenning(obj)) return false; if(sq_GetGrowAvatarViewControl(obj)) return false; } return true; }