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
+3 -3
View File
@@ -913,12 +913,12 @@ namespace Game.Entities
return 0;
int resistMech = 0;
foreach (SpellEffectInfo effect in spellInfo.GetEffectsForDifficulty(GetMap().GetDifficultyID()))
foreach (SpellEffectInfo effect in spellInfo.GetEffects())
{
if (effect == null || !effect.IsEffect())
break;
int effect_mech = (int)spellInfo.GetEffectMechanic(effect.EffectIndex, GetMap().GetDifficultyID());
int effect_mech = (int)spellInfo.GetEffectMechanic(effect.EffectIndex);
if (effect_mech != 0)
{
int temp = GetTotalAuraModifierByMiscValue(AuraType.ModMechanicResistance, effect_mech);
@@ -1451,7 +1451,7 @@ namespace Game.Entities
Aura aura = GetAura(chrSpec.MasterySpellID[i]);
if (aura != null)
{
foreach (SpellEffectInfo effect in aura.GetSpellEffectInfos())
foreach (SpellEffectInfo effect in aura.GetSpellInfo().GetEffects())
{
if (effect == null)
continue;