Core/Spells: Implement using different difficulty data from all spell related db2s, not just SpellEffect and SpellPower

This commit is contained in:
Shauren
2020-06-12 01:29:18 +02:00
parent 1cdd1d0249
commit c7306439e7
101 changed files with 1631 additions and 1796 deletions
+2 -2
View File
@@ -1976,9 +1976,9 @@ class spell_gen_mounted_charge: public SpellScriptLoader
void Register() override
{
SpellInfo const* spell = sSpellMgr->AssertSpellInfo(m_scriptSpellId);
SpellInfo const* spell = sSpellMgr->AssertSpellInfo(m_scriptSpellId, DIFFICULTY_NONE);
if (spell->HasEffect(DIFFICULTY_NONE, SPELL_EFFECT_SCRIPT_EFFECT))
if (spell->HasEffect(SPELL_EFFECT_SCRIPT_EFFECT))
OnEffectHitTarget += SpellEffectFn(spell_gen_mounted_charge_SpellScript::HandleScriptEffect, EFFECT_FIRST_FOUND, SPELL_EFFECT_SCRIPT_EFFECT);
if (spell->GetEffect(EFFECT_0)->Effect == SPELL_EFFECT_CHARGE)