To bring A skill's effect to B skill is quite complicated for those who unfamiliar with programming script
but we have a tools that the moderater&modder such as eternity,lazybone,olganix made for people to make mod easily
I'm teaching u how to bring skill effect from A to B in detail
Step 1) convert goku's CRG eepk file to xml with XML serializer and open eepk.xml as notepad
Step 2) find effect id="6", u could see there r <EffectPart Container_Type="TBIND" Container_Index="1"> and <EffectPart Container_Type="PBIND" Container_Index="2"> sections in the effect id ="6"
Step 3) remember those 2 index number and go to top of the xml notepad and find the container entry index. in ur case, the files are Aura_spk.emp, Crg_Trc01.etr
Step 4) open someone's skill eepk file with Lazybone's eepk organiser 2.0
Step 5) go Assets and click import asset(s) and open goku's CRG eepk file
Step 6) there will comeout Asset selector window, click Aura_spk.emp and ok
Step 7) go TBIND of Assets and do the same like Step 6. in ur case, it is Crg_Trc01.etr to be added
STep 8) save changes and close
Step 9) convert someone's skill eepk file to xml and open it as notepad. u could see container entry index are added what u did on Step 4~8.
Step 10) go back to goku's CRG eepk.xml and copy following section
</Effect>
<Effect ID="6" I_02="0">
<EffectPart Container_Type="TBIND" Container_Index="1">
<StartTime Frames="0" />
<Placement value="OnBone" />
<RotateOnMovement value="0" />
<Deactivation Mode="AfterAnimationLoop" />
<I_06 value="0" />
<I_07 value="0" />
<I_08 value="0" />
<I_12 value="0" />
<I_16 value="0" />
<I_20 value="0" />
<AvoidSphere Diameter="0.0" />
<AttachFlags MoveWithBone="False" RotateWithBone="False" InstantMoveAndRotate="False" OnGroundOnly="False" Unk4="True" />
<StartEffectPosition UseBoneDirection="False" UseBoneToCameraDirection="False" UseSceneCenterToBoneDirection="False" />
<I_34 value="0" />
<Flag_36 Unk1="False" Unk2="False" Unk3="False" Unk4="False" Unk5="False" Unk6="False" Unk7="False" />
<Flag_37 Unk0="False" Unk1="False" Unk2="False" Unk3="False" Unk4="False" Unk5="False" Unk6="False" Unk7="False" />
<Flag_38 a="0x0" b="0x0" />
<Flag_39 NoGlare="False" InverseTransparentDrawOrder="False" Unk1="False" Unk5="False" Unk6="False" />
<LinkFlags RelativePositionZ_To_AbsolutePositionZ="False" ScaleZ_To_BonePositionZ="False" ObjectOrientation_To_XXXX="False" />
<Position X="0.0" Y="0.0" Z="0.0" />
<Orientation_X Min="0.0" Max="0.0" />
<Orientation_Y Min="0.0" Max="0.0" />
<Orientation_Z Min="0.0" Max="0.0" />
<Scale Min="1.0" Max="1.0" />
<NearFadeDistance value="0.0" />
<FarFadeDistance value="0.0" />
<EMA_Animation Index="0" LoopStartFrame="0" LoopEndFrame="0" Loop="False" />
<BoneToAttach name="NULL" />
</EffectPart>
<EffectPart Container_Type="PBIND" Container_Index="2">
<StartTime Frames="0" />
<Placement value="OnBone" />
<RotateOnMovement value="0" />
<Deactivation Mode="Never" />
<I_06 value="0" />
<I_07 value="0" />
<I_08 value="0" />
<I_12 value="0" />
<I_16 value="0" />
<I_20 value="0" />
<AvoidSphere Diameter="0.0" />
<AttachFlags MoveWithBone="True" RotateWithBone="False" InstantMoveAndRotate="False" OnGroundOnly="False" Unk4="False" />
<StartEffectPosition UseBoneDirection="True" UseBoneToCameraDirection="False" UseSceneCenterToBoneDirection="False" />
<I_34 value="0" />
<Flag_36 Unk1="False" Unk2="False" Unk3="False" Unk4="False" Unk5="False" Unk6="False" Unk7="False" />
<Flag_37 Unk0="False" Unk1="False" Unk2="False" Unk3="False" Unk4="False" Unk5="False" Unk6="False" Unk7="False" />
<Flag_38 a="0x0" b="0x0" />
<Flag_39 NoGlare="False" InverseTransparentDrawOrder="False" Unk1="False" Unk5="False" Unk6="False" />
<LinkFlags RelativePositionZ_To_AbsolutePositionZ="False" ScaleZ_To_BonePositionZ="False" ObjectOrientation_To_XXXX="False" />
<Position X="0.0" Y="0.0" Z="-0.6" />
<Orientation_X Min="0.0" Max="0.0" />
<Orientation_Y Min="0.0" Max="0.0" />
<Orientation_Z Min="0.0" Max="0.0" />
<Scale Min="1.0" Max="1.0" />
<NearFadeDistance value="0.0" />
<FarFadeDistance value="0.0" />
<EMA_Animation Index="0" LoopStartFrame="0" LoopEndFrame="0" Loop="False" />
<BoneToAttach name="b_L_Foot" />
</EffectPart>
and paste to someone's skill eepk xml notepad between </EffectPart> and </Effect> that is located on bottom of the xml notepad
Step 11) you have to change number of Effect Id="6", and "TBIND" Container_Index="1", "PBIND" Container_Index="2" that you have added on Step 10
Step 12) Container_Index="X" which belong to effect ID section should be matched with <Container_Entry Index="X"> which belong to <Containers> that u can find on top of the xml notepad
Step 13) save and convert xml file that u just have change with xml serialiser
Step 14) go BAC and change the number of EFFECT_ID value that you did on Step 11
Done