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)
This commit is contained in:
hondacrx
2020-06-18 12:39:39 -04:00
parent f0942a257e
commit d7954f4fc7
89 changed files with 1738 additions and 1893 deletions
+2 -2
View File
@@ -107,7 +107,7 @@ namespace Game.Chat
}
uint spellId = handler.ExtractSpellIdFromLink(args);
if (spellId == 0 || !Global.SpellMgr.HasSpellInfo(spellId))
if (spellId == 0 || !Global.SpellMgr.HasSpellInfo(spellId, Difficulty.None))
return false;
// Check if pet already has it
@@ -118,7 +118,7 @@ namespace Game.Chat
}
// Check if spell is valid
SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(spellId);
SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(spellId, Difficulty.None);
if (spellInfo == null || !Global.SpellMgr.IsSpellValid(spellInfo))
{
handler.SendSysMessage(CypherStrings.CommandSpellBroken, spellId);