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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@@ -913,12 +913,12 @@ namespace Game.Entities
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return 0;
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int resistMech = 0;
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foreach (SpellEffectInfo effect in spellInfo.GetEffectsForDifficulty(GetMap().GetDifficultyID()))
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foreach (SpellEffectInfo effect in spellInfo.GetEffects())
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{
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if (effect == null || !effect.IsEffect())
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break;
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int effect_mech = (int)spellInfo.GetEffectMechanic(effect.EffectIndex, GetMap().GetDifficultyID());
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int effect_mech = (int)spellInfo.GetEffectMechanic(effect.EffectIndex);
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if (effect_mech != 0)
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{
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int temp = GetTotalAuraModifierByMiscValue(AuraType.ModMechanicResistance, effect_mech);
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@@ -1451,7 +1451,7 @@ namespace Game.Entities
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Aura aura = GetAura(chrSpec.MasterySpellID[i]);
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if (aura != null)
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{
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foreach (SpellEffectInfo effect in aura.GetSpellEffectInfos())
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foreach (SpellEffectInfo effect in aura.GetSpellInfo().GetEffects())
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{
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if (effect == null)
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continue;
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