Game_Actor.prototype.isSkillWtypeOk = function(skill) {
var wtypeId1 = skill.requiredWtypeId1;
var wtypeId2 = skill.requiredWtypeId2;
if (skill.meta['需要武器']) {
var xuyaowuqi = skill.meta['需要武器'].split(",");
for (i = 0;i < xuyaowuqi.length; i++) {
id = parseFloat(xuyaowuqi[i]);
if (this.isWtypeEquipped(id)) {
return true;
}
}
}
else {
if ((wtypeId1 === 0 && wtypeId2 === 0) ||
(wtypeId1 > 0 && this.isWtypeEquipped(wtypeId1)) ||
(wtypeId2 > 0 && this.isWtypeEquipped(wtypeId2))) {
return true;
} else {
return false;
}
}
};
Game_Actor.prototype.isSkillWtypeOk = function(skill) {
var wtypeId1 = skill.requiredWtypeId1;
var wtypeId2 = skill.requiredWtypeId2;
if (skill.meta['需要武器']) {
var xuyaowuqi = skill.meta['需要武器'].split(",");
for (i = 0;i < xuyaowuqi.length; i++) {
id = parseFloat(xuyaowuqi[i]);
if (this.isWtypeEquipped(id)) {
return true;
}
}
}
else {
if ((wtypeId1 === 0 && wtypeId2 === 0) ||
(wtypeId1 > 0 && this.isWtypeEquipped(wtypeId1)) ||
(wtypeId2 > 0 && this.isWtypeEquipped(wtypeId2))) {
return true;
} else {
return false;
}
}
};