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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@@ -32,7 +32,7 @@ namespace Game.Entities
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uint bonusListId = result.Read<uint>(1);
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float chance = result.Read<float>(2);
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if (Global.DB2Mgr.GetItemBonusList(bonusListId) == null)
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if (ItemBonusMgr.GetItemBonuses(bonusListId).Empty())
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{
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Log.outError(LogFilter.Sql, $"Bonus list {bonusListId} used in `item_random_bonus_list_template` by id {id} doesn't have exist in ItemBonus.db2");
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continue;
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