DNF/sqr/appendage/character/ap_atmage_elemental_change.nut

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function sq_AddFunctionName(appendage)
{
appendage.sq_AddFunctionName("proc", "proc_appendage_atmage_elemental_change")
appendage.sq_AddFunctionName("prepareDraw", "prepareDraw_appendage_atmage_elemental_change")
appendage.sq_AddFunctionName("onStart", "onStart_appendage_atmage_elemental_change")
appendage.sq_AddFunctionName("onEnd", "onEnd_appendage_atmage_elemental_change")
appendage.sq_AddFunctionName("isEnd", "isEnd_appendage_atmage_elemental_change")
}
function sq_AddEffect(appendage)
{
//appendage.sq_AddEffectFront("Character/Priest/Effect/Animation/ScytheMastery/1_aura_normal.ani")
}
function proc_appendage_atmage_elemental_change(appendage)
{
if (!appendage)
return;
}
function onStart_appendage_atmage_elemental_change(appendage)
{
if (!appendage)
return;
// 楼撩 摹鸥 诡景陛 釭颤陴
// 楼撩 摹鸥击?贼 appendage陛 append胀棻.
//
local obj = appendage.getParent();
}
function prepareDraw_appendage_atmage_elemental_change(appendage)
{
if (!appendage)
return;
local obj = appendage.getParent();
}
function onEnd_appendage_atmage_elemental_change(appendage)
{
if (!appendage)
return;
local obj = appendage.getParent();
}
function isEnd_appendage_atmage_elemental_change(appendage)
{
if (!appendage)
return false;
local time = appendage.getTimer().Get();
return false;
}