Core/Spells: Implement using different difficulty data from all spell related db2s, not just SpellEffect and SpellPower
Port From (https://github.com/TrinityCore/TrinityCore/commit/c7306439e7004288fb85890d6a5f730cf1761d71)
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@@ -501,7 +501,7 @@ namespace Game.AI
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// unless target is outside spell range, out of mana, or LOS.
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bool _allowMove = false;
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(e.Action.cast.spell);
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(e.Action.cast.spell, me.GetMap().GetDifficultyID());
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var costs = spellInfo.CalcPowerCost(me, spellInfo.GetSchoolMask());
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bool hasPower = true;
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foreach (var cost in costs)
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@@ -3438,7 +3438,7 @@ namespace Game.AI
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RecalcTimer(e, e.Event.kill.cooldownMin, e.Event.kill.cooldownMax);
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break;
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}
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case SmartEvents.SpellhitTarget:
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case SmartEvents.SpellHitTarget:
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case SmartEvents.SpellHit:
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{
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if (spell == null)
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