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authorKenpachi Developer <Kenpachi.Developer@gmx.de>2020-05-21 11:18:01 +0200
committerKenpachi Developer <Kenpachi.Developer@gmx.de>2020-06-01 02:10:08 +0200
commit48582f7e139ead473ee32477d48bfbab8093304c (patch)
treed6ab089c7de32c8b34b8fc9aff42f1ef164edc35 /src/map
parent3fd249c757242ec20f44427391496a9e9397407a (diff)
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Remove hard-coded required equipment and update skill DBs accordingly
Diffstat (limited to 'src/map')
-rw-r--r--src/map/itemdb.h1
-rw-r--r--src/map/skill.c16
2 files changed, 0 insertions, 17 deletions
diff --git a/src/map/itemdb.h b/src/map/itemdb.h
index 5f0790b10..4b06a21d6 100644
--- a/src/map/itemdb.h
+++ b/src/map/itemdb.h
@@ -606,7 +606,6 @@ struct item_data {
#define itemid_isgemstone(n) ((n) >= ITEMID_YELLOW_GEMSTONE && (n) <= ITEMID_BLUE_GEMSTONE)
#define itemdb_is_GNbomb(n) ((n) >= ITEMID_APPLE_BOMB && (n) <= ITEMID_VERY_HARD_LUMP)
#define itemdb_is_GNthrowable(n) ((n) >= ITEMID_MYSTERIOUS_POWDER && (n) <= ITEMID_BLACK_THING_TO_THROW)
-#define itemid_is_pilebunker(n) ((n) == ITEMID_PILEBUNCKER || (n) == ITEMID_PILEBUNCKER_P || (n) == ITEMID_PILEBUNCKER_S || (n) == ITEMID_PILEBUNCKER_T)
#define itemdb_is_shadowequip(n) ((n) & (EQP_SHADOW_ARMOR|EQP_SHADOW_WEAPON|EQP_SHADOW_SHIELD|EQP_SHADOW_SHOES|EQP_SHADOW_ACC_R|EQP_SHADOW_ACC_L))
#define itemdb_is_costumeequip(n) ((n) & (EQP_COSTUME_HEAD_TOP|EQP_COSTUME_HEAD_MID|EQP_COSTUME_HEAD_LOW|EQP_COSTUME_GARMENT))
diff --git a/src/map/skill.c b/src/map/skill.c
index 383db09c9..86e8b73c2 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -15130,22 +15130,6 @@ static int skill_check_condition_castbegin(struct map_session_data *sd, uint16 s
require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
}
break;
- case NC_PILEBUNKER:
- if (sd->equip_index[EQI_HAND_R] < 0
- || !itemid_is_pilebunker(sd->status.inventory[sd->equip_index[EQI_HAND_R]].nameid)
- ) {
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0, 0);
- return 0;
- }
- break;
- case NC_HOVERING:
- if (( sd->equip_index[EQI_ACC_L] >= 0 && sd->status.inventory[sd->equip_index[EQI_ACC_L]].nameid == ITEMID_HOVERING_BOOSTER ) ||
- ( sd->equip_index[EQI_ACC_R] >= 0 && sd->status.inventory[sd->equip_index[EQI_ACC_R]].nameid == ITEMID_HOVERING_BOOSTER ));
- else {
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0, 0);
- return 0;
- }
- break;
case SO_FIREWALK:
case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
if( sc && sc->data[SC_PROPERTYWALK] &&