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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@@ -126,7 +126,7 @@ namespace Scripts.World
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disabled = true;
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break;
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case 34475:
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(ItemScriptConst.SpellArcaneCharges);
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(ItemScriptConst.SpellArcaneCharges, player.GetMap().GetDifficultyID());
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if (spellInfo != null)
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Spell.SendCastResult(player, spellInfo, 0, castId, SpellCastResult.NotOnGround);
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break;
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@@ -275,7 +275,7 @@ namespace Scripts.World
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if (!player.GetTransport() || player.GetAreaId() != ItemScriptConst.AreaIdShatteredStraits)
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{
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(ItemScriptConst.SpellPetrovBomb);
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(ItemScriptConst.SpellPetrovBomb, Difficulty.None);
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if (spellInfo != null)
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Spell.SendCastResult(player, spellInfo, 0, castId, SpellCastResult.NotHere);
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