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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@@ -555,9 +555,9 @@ namespace Scripts.Spells.Items
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uint spellId = 0;
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int amount = (int)(eventInfo.GetDamageInfo().GetDamage() * 0.4f);
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if (eventInfo.GetDamageInfo().GetSpellInfo().HasEffect(Difficulty.None, SpellEffectName.Heal))
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if (eventInfo.GetDamageInfo().GetSpellInfo().HasEffect(SpellEffectName.Heal))
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spellId = SpellIds.AlchemistStoneExtraHeal;
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else if (eventInfo.GetDamageInfo().GetSpellInfo().HasEffect(Difficulty.None, SpellEffectName.Energize))
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else if (eventInfo.GetDamageInfo().GetSpellInfo().HasEffect(SpellEffectName.Energize))
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spellId = SpellIds.AlchemistStoneExtraMana;
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if (spellId == 0)
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@@ -779,7 +779,7 @@ namespace Scripts.Spells.Items
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void HandleDummy(uint effIndex)
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{
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(SpellIds.DeadlyPrecision);
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(SpellIds.DeadlyPrecision, GetCastDifficulty());
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GetCaster().CastCustomSpell(spellInfo.Id, SpellValueMod.AuraStack, (int)spellInfo.StackAmount, GetCaster(), true);
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}
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