Scripts/Spells: Implemented various rogue spells
Port From (https://github.com/TrinityCore/TrinityCore/commit/a3d06f2f329a6d21b9a79aed8b39f1d56fa933e6)
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@@ -6165,7 +6165,7 @@ namespace Game.Spells
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if (spellEffectInfo.ItemType != 0)
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{
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List<ItemPosCount> dest = new();
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InventoryResult msg = target.ToPlayer().CanStoreNewItem(ItemConst.NullBag, ItemConst.NullSlot, dest, spellEffectInfo.ItemType, spellEffectInfo.CalcValue());
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InventoryResult msg = target.ToPlayer().CanStoreNewItem(ItemConst.NullBag, ItemConst.NullSlot, dest, spellEffectInfo.ItemType, (uint)spellEffectInfo.CalcValue());
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if (msg != InventoryResult.Ok)
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{
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ItemTemplate itemTemplate = Global.ObjectMgr.GetItemTemplate(spellEffectInfo.ItemType);
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@@ -6591,7 +6591,16 @@ namespace Game.Spells
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public bool HasPowerTypeCost(PowerType power)
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{
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return m_powerCost.Any(cost => cost.Power == power);
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return GetPowerTypeCostAmount(power).HasValue;
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}
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public int? GetPowerTypeCostAmount(PowerType power)
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{
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var powerCost = m_powerCost.Find(cost => cost.Power == power);
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if (powerCost == null)
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return null;
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return powerCost.Amount;
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}
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bool UpdatePointers()
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