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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@@ -2340,7 +2340,7 @@ namespace Game.Entities
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if (eff.SetBonuses.Contains(itemSetSpell))
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continue;
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(itemSetSpell.SpellID);
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(itemSetSpell.SpellID, Difficulty.None);
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if (spellInfo == null)
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{
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Log.outError(LogFilter.Player, "WORLD: unknown spell id {0} in items set {1} effects", itemSetSpell.SpellID, setid);
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@@ -2392,7 +2392,7 @@ namespace Game.Entities
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if (!eff.SetBonuses.Contains(itemSetSpell))
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continue;
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player.ApplyEquipSpell(Global.SpellMgr.GetSpellInfo(itemSetSpell.SpellID), null, false);
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player.ApplyEquipSpell(Global.SpellMgr.GetSpellInfo(itemSetSpell.SpellID, Difficulty.None), null, false);
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eff.SetBonuses.Remove(itemSetSpell);
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}
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