Core/Items: Item bonus generation improvements
* Pass ItemContext to item creation wherever possible * Support scaling item levels with m+ keystone levels (not used currently) * Fixed item link validation when client sends it as default uninitialized bonus list with context only * Support scaling items depending on current active season (seasons not implemented) * Implemented content tuning redirection Port From (https://github.com/TrinityCore/TrinityCore/commit/0fb8765a6638fd947b59fce44d5c31251d0cdadd)
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@@ -2715,7 +2715,7 @@ namespace Game.Entities
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{
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CreatureTemplate cInfo = GetCreatureTemplate();
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CreatureDifficulty creatureDifficulty = GetCreatureDifficulty();
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float baseHealth = Global.DB2Mgr.EvaluateExpectedStat(ExpectedStatType.CreatureHealth, level, creatureDifficulty.GetHealthScalingExpansion(), creatureDifficulty.ContentTuningID, (Class)cInfo.UnitClass);
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float baseHealth = Global.DB2Mgr.EvaluateExpectedStat(ExpectedStatType.CreatureHealth, level, creatureDifficulty.GetHealthScalingExpansion(), creatureDifficulty.ContentTuningID, (Class)cInfo.UnitClass, 0);
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return (ulong)Math.Max(baseHealth * creatureDifficulty.HealthModifier, 1.0f);
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}
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@@ -2736,7 +2736,7 @@ namespace Game.Entities
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{
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CreatureTemplate cInfo = GetCreatureTemplate();
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CreatureDifficulty creatureDifficulty = GetCreatureDifficulty();
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return Global.DB2Mgr.EvaluateExpectedStat(ExpectedStatType.CreatureAutoAttackDps, level, creatureDifficulty.GetHealthScalingExpansion(), creatureDifficulty.ContentTuningID, (Class)cInfo.UnitClass);
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return Global.DB2Mgr.EvaluateExpectedStat(ExpectedStatType.CreatureAutoAttackDps, level, creatureDifficulty.GetHealthScalingExpansion(), creatureDifficulty.ContentTuningID, (Class)cInfo.UnitClass, 0);
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}
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public override float GetDamageMultiplierForTarget(WorldObject target)
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@@ -2753,7 +2753,7 @@ namespace Game.Entities
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{
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CreatureTemplate cInfo = GetCreatureTemplate();
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CreatureDifficulty creatureDifficulty = GetCreatureDifficulty();
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float baseArmor = Global.DB2Mgr.EvaluateExpectedStat(ExpectedStatType.CreatureArmor, level, creatureDifficulty.GetHealthScalingExpansion(), creatureDifficulty.ContentTuningID, (Class)cInfo.UnitClass);
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float baseArmor = Global.DB2Mgr.EvaluateExpectedStat(ExpectedStatType.CreatureArmor, level, creatureDifficulty.GetHealthScalingExpansion(), creatureDifficulty.ContentTuningID, (Class)cInfo.UnitClass, 0);
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return baseArmor * creatureDifficulty.ArmorModifier;
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}
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