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