Scripts/Spells: Handle quest tame spells in spell script

Port From (https://github.com/TrinityCore/TrinityCore/commit/2e3f2400519a0bcf1d15f62905ab4447619d4fe2)
This commit is contained in:
hondacrx
2022-05-30 00:12:05 -04:00
parent faa937a9da
commit 8f28b5df58
3 changed files with 89 additions and 73 deletions
-8
View File
@@ -334,14 +334,6 @@ namespace Game.Spells
return HasEffect(SpellEffectName.CreateRandomItem) || HasEffect(SpellEffectName.CreateLoot);
}
public bool IsQuestTame()
{
if (GetEffects().Count < 2)
return false;
return GetEffect(0).Effect == SpellEffectName.Threat && GetEffect(1).Effect == SpellEffectName.ApplyAura && GetEffect(1).ApplyAuraName == AuraType.Dummy;
}
public bool IsProfession()
{
foreach (var effectInfo in _effects)