function sq_AddFunctionName(appendage) { appendage.sq_AddFunctionName("proc", "proc_appendage_atmage_effect") appendage.sq_AddFunctionName("prepareDraw", "prepareDraw_appendage_atmage_effect") appendage.sq_AddFunctionName("onStart", "onStart_appendage_atmage_effect") appendage.sq_AddFunctionName("onEnd", "onEnd_appendage_atmage_effect") appendage.sq_AddFunctionName("drawAppend", "drawAppend_appendage_atmage_effect") appendage.sq_AddFunctionName("isEnd", "isEnd_appendage_atmage_effect") } function sq_AddEffect(appendage) { //appendage.sq_AddEffectFront("Character/Priest/Effect/Animation/ScytheMastery/1_aura_normal.ani") } function proc_appendage_atmage_effect(appendage) { if(!appendage) { return; } } function onStart_appendage_atmage_effect(appendage) { if(!appendage) { return; } local obj = appendage.getParent(); } function prepareDraw_appendage_atmage_effect(appendage) { if(!appendage) { return; } local obj = appendage.getParent(); } function onEnd_appendage_atmage_effect(appendage) { if(!appendage) { return; } local obj = appendage.getParent(); } function drawAppend_appendage_atmage_effect(appendage, isOver, x, y, isFlip) { if(!appendage) { return; } local obj = appendage.getParent(); if(!obj) { appendage.setValid(false); return; } local pAni = sq_GetCurrentAnimation(obj); if(!pAni) { appendage.setValid(false); return; } local currentT = sq_GetCurrentTime(pAni); local startT = 150; local endT = 250; local effectT = 500; local effectType = GRAPHICEFFECT_DODGE; local rgb = sq_RGB(0, 90, 255); if(appendage.sq_GetSkillIndex() == SKILL_FLAMECIRCLE) { startT = 50; endT = 250; effectT = 500; effectType = GRAPHICEFFECT_DODGE; rgb = sq_RGB(0, 0, 0); } else if(appendage.sq_GetSkillIndex() == SKILL_BROKENARROW) { startT = 100; endT = 200; effectT = 100; effectType = GRAPHICEFFECT_LINEARDODGE; rgb = sq_RGB(0, 75, 255); } local targetV = endT; local al = sq_GetUniformVelocity(startT, targetV, appendage.getTimer().Get(), effectT); local alpha = sq_ALPHA(al); pAni.setEffectLayer(true, effectType, true, rgb, alpha, true, false); local size = sq_AniLayerListSize(pAni); if(appendage.sq_GetSkillIndex() != SKILL_FLAMECIRCLE) { if(size > 0) { for(local i=0;i