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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@@ -3228,19 +3228,6 @@ namespace Game.Maps
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return Global.DB2Mgr.GetMapDifficultyData(GetId(), GetDifficultyID());
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}
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public ItemContext GetDifficultyLootItemContext()
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{
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MapDifficultyRecord mapDifficulty = GetMapDifficulty();
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if (mapDifficulty != null && mapDifficulty.ItemContext != 0)
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return (ItemContext)mapDifficulty.ItemContext;
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DifficultyRecord difficulty = CliDB.DifficultyStorage.LookupByKey(GetDifficultyID());
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if (difficulty != null)
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return (ItemContext)difficulty.ItemContext;
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return ItemContext.None;
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}
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public uint GetId()
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{
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return i_mapRecord.Id;
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