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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@@ -337,7 +337,7 @@ namespace Game.Entities
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public override float GetBlockPercent(uint attackerLevel)
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{
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float blockArmor = (float)m_activePlayerData.ShieldBlock;
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float armorConstant = Global.DB2Mgr.EvaluateExpectedStat(ExpectedStatType.ArmorConstant, attackerLevel, -2, 0, Class.None);
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float armorConstant = Global.DB2Mgr.EvaluateExpectedStat(ExpectedStatType.ArmorConstant, attackerLevel, -2, 0, Class.None, 0);
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if ((blockArmor + armorConstant) == 0)
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return 0;
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