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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@@ -442,18 +442,12 @@ namespace Game.Misc
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packet.SuggestedPartyMembers = quest.SuggestedPlayers;
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// RewardSpell can teach multiple spells in trigger spell effects. But not all effects must be SPELL_EFFECT_LEARN_SPELL. See example spell 33950
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if (quest.RewardSpell != 0)
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(quest.RewardSpell, Difficulty.None);
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if (spellInfo != null)
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{
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(quest.RewardSpell);
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if (spellInfo.HasEffect(SpellEffectName.LearnSpell))
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{
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var effects = spellInfo.GetEffectsForDifficulty(Difficulty.None);
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foreach (var spellEffectInfo in effects)
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{
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if (spellEffectInfo.IsEffect(SpellEffectName.LearnSpell))
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packet.LearnSpells.Add(spellEffectInfo.TriggerSpell);
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}
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}
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foreach (SpellEffectInfo effect in spellInfo.GetEffects())
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if (effect.IsEffect(SpellEffectName.LearnSpell))
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packet.LearnSpells.Add(effect.TriggerSpell);
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}
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quest.BuildQuestRewards(packet.Rewards, _session.GetPlayer());
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