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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@@ -585,8 +585,8 @@ namespace Game
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return;
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}
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Item bodyItem = new(); // This is not bag and then can be used new Item.
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if (!bodyItem.Create(Global.ObjectMgr.GetGenerator(HighGuid.Item).Generate(), 8383, ItemContext.None, player))
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Item bodyItem = Item.CreateItem(8383, 1, ItemContext.None, player);
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if (bodyItem == null)
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return;
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// in mail template case we need create new item text
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@@ -773,7 +773,7 @@ namespace Game
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_player.SetTitle(CliDB.CharTitlesStorage.LookupByKey(reward.TitleId), false);
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if (reward.PackageId != 0)
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_player.RewardQuestPackage((uint)reward.PackageId);
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_player.RewardQuestPackage((uint)reward.PackageId, ItemContext.None);
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if (reward.SkillLineId != 0 && _player.HasSkill((SkillType)reward.SkillLineId))
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_player.UpdateSkillPro((uint)reward.SkillLineId, 1000, reward.SkillPointCount);
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