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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@@ -5162,11 +5162,11 @@ namespace Game
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return false;
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}
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foreach (uint bonusList in vItem.BonusListIDs)
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foreach (uint bonusListId in vItem.BonusListIDs)
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{
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if (Global.DB2Mgr.GetItemBonusList(bonusList) == null)
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if (ItemBonusMgr.GetItemBonuses(bonusListId).Empty())
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{
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Log.outError(LogFilter.Sql, "Table `(game_event_)npc_vendor` have Item (Entry: {0}) with invalid bonus {1} for vendor ({2}), ignore", vItem.item, bonusList, vendorentry);
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Log.outError(LogFilter.Sql, "Table `(game_event_)npc_vendor` have Item (Entry: {0}) with invalid bonus {1} for vendor ({2}), ignore", vItem.item, bonusListId, vendorentry);
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return false;
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}
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}
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