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)
This commit is contained in:
hondacrx
2023-06-21 09:19:40 -04:00
parent 378b0ffccd
commit 49a07ebcce
30 changed files with 796 additions and 336 deletions
+1 -1
View File
@@ -773,7 +773,7 @@ namespace Game
_player.SetTitle(CliDB.CharTitlesStorage.LookupByKey(reward.TitleId), false);
if (reward.PackageId != 0)
_player.RewardQuestPackage((uint)reward.PackageId);
_player.RewardQuestPackage((uint)reward.PackageId, ItemContext.None);
if (reward.SkillLineId != 0 && _player.HasSkill((SkillType)reward.SkillLineId))
_player.UpdateSkillPro((uint)reward.SkillLineId, 1000, reward.SkillPointCount);