Core/Creatures: Move creature difficulty specific data from creature_template table to creature_template_difficulty
Port From (https://github.com/TrinityCore/TrinityCore/commit/06d0b16f158e8793860d9edd11b990f20b1d0dac)
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@@ -772,7 +772,7 @@ namespace Game.Entities
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if (dungeonEncounter != null)
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{
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creature.m_personalLoot = LootManager.GenerateDungeonEncounterPersonalLoot(dungeonEncounter.Id, creature.GetLootId(),
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LootStorage.Creature, LootType.Corpse, creature, creature.GetCreatureTemplate().MinGold, creature.GetCreatureTemplate().MaxGold,
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LootStorage.Creature, LootType.Corpse, creature, creature.GetCreatureDifficulty().GoldMin, creature.GetCreatureDifficulty().GoldMax,
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(ushort)creature.GetLootMode(), creature.GetMap().GetDifficultyLootItemContext(), tappers);
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}
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else if (!tappers.Empty())
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@@ -787,7 +787,7 @@ namespace Game.Entities
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loot.FillLoot(lootid, LootStorage.Creature, looter, dungeonEncounter != null, false, creature.GetLootMode(), creature.GetMap().GetDifficultyLootItemContext());
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if (creature.GetLootMode() > 0)
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loot.GenerateMoneyLoot(creature.GetCreatureTemplate().MinGold, creature.GetCreatureTemplate().MaxGold);
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loot.GenerateMoneyLoot(creature.GetCreatureDifficulty().GoldMin, creature.GetCreatureDifficulty().GoldMax);
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if (group)
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loot.NotifyLootList(creature.GetMap());
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@@ -814,7 +814,7 @@ namespace Game.Entities
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loot.FillLoot(lootid, LootStorage.Creature, tapper, true, false, creature.GetLootMode(), creature.GetMap().GetDifficultyLootItemContext());
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if (creature.GetLootMode() > 0)
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loot.GenerateMoneyLoot(creature.GetCreatureTemplate().MinGold, creature.GetCreatureTemplate().MaxGold);
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loot.GenerateMoneyLoot(creature.GetCreatureDifficulty().GoldMin, creature.GetCreatureDifficulty().GoldMax);
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creature.m_personalLoot[tapper.GetGUID()] = loot;
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}
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@@ -918,7 +918,7 @@ namespace Game.Entities
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else
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creature.AllLootRemovedFromCorpse();
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if (creature.CanHaveLoot() && LootStorage.Skinning.HaveLootFor(creature.GetCreatureTemplate().SkinLootId))
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if (creature.CanHaveLoot() && LootStorage.Skinning.HaveLootFor(creature.GetCreatureDifficulty().SkinLootID))
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{
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creature.SetDynamicFlag(UnitDynFlags.CanSkin);
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creature.SetUnitFlag(UnitFlags.Skinnable);
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