bool Game_Actor::IsSkillUsable(int skill_id) { if (!IsSkillLearned(skill_id)) { return false; } else { return Game_Battler::IsSkillUsable(skill_id); } }
bool Game_Actor::LearnSkill(int skill_id) { if (skill_id > 0 && !IsSkillLearned(skill_id)) { const RPG::Skill* skill = ReaderUtil::GetElement(Data::skills, skill_id); if (!skill) { Output::Warning("Actor %d: Can't learn invalid skill %d", GetId(), skill_id); return false; } GetData().skills.push_back((int16_t)skill_id); GetData().skills_size = GetData().skills.size(); std::sort(GetData().skills.begin(), GetData().skills.end()); return true; } return false; }
void Game_Actor::LearnSkill(int skill_id) { if (skill_id > 0 && !IsSkillLearned(skill_id)) { data.skills.push_back(skill_id); std::sort(data.skills.begin(), data.skills.end()); } }