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
+1 -1
View File
@@ -263,7 +263,7 @@ namespace Scripts.Spells.DeathKnight
return;
int amount = (int)(damageInfo.GetDamage() / 2);
SpellNonMeleeDamage log = new SpellNonMeleeDamage(drw, drw.GetVictim(), spellInfo.Id, spellInfo.GetSpellXSpellVisualId(drw), spellInfo.GetSchoolMask());
SpellNonMeleeDamage log = new SpellNonMeleeDamage(drw, drw.GetVictim(), spellInfo, spellInfo.GetSpellXSpellVisualId(drw), spellInfo.GetSchoolMask());
log.damage = (uint)amount;
drw.DealDamage(drw.GetVictim(), (uint)amount, null, DamageEffectType.Direct, spellInfo.GetSchoolMask(), spellInfo, true);
drw.SendSpellNonMeleeDamageLog(log);