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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@@ -107,7 +107,7 @@ namespace Game.Chat
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}
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uint spellId = handler.ExtractSpellIdFromLink(args);
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if (spellId == 0 || !Global.SpellMgr.HasSpellInfo(spellId))
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if (spellId == 0 || !Global.SpellMgr.HasSpellInfo(spellId, Difficulty.None))
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return false;
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// Check if pet already has it
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@@ -118,7 +118,7 @@ namespace Game.Chat
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}
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// Check if spell is valid
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(spellId);
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(spellId, Difficulty.None);
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if (spellInfo == null || !Global.SpellMgr.IsSpellValid(spellInfo))
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{
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handler.SendSysMessage(CypherStrings.CommandSpellBroken, spellId);
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