*Fix error message on missing spell_required table.
--HG-- branch : trunk
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@@ -1332,14 +1332,14 @@ bool SpellMgr::IsNoStackSpellDueToSpell(uint32 spellId_1, uint32 spellId_2, bool
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// return true;
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//use data of highest rank spell(needed for spells which ranks have different effects)
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SpellEntry const *spellInfo1=sSpellStore.LookupEntry(GetLastSpellInChain(spellId_1));
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SpellEntry const *spellInfo2=sSpellStore.LookupEntry(GetLastSpellInChain(spellId_2));
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spellInfo_1=sSpellStore.LookupEntry(GetLastSpellInChain(spellId_1));
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spellInfo_2=sSpellStore.LookupEntry(GetLastSpellInChain(spellId_2));
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//if spells have exactly the same effect they cannot stack
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for(uint32 i = 0; i < 3; ++i)
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if(spellInfo1->Effect[i] != spellInfo2->Effect[i]
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|| spellInfo1->EffectApplyAuraName[i] != spellInfo2->EffectApplyAuraName[i]
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|| spellInfo1->EffectMiscValue[i] != spellInfo2->EffectMiscValue[i]) // paladin resist aura
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if(spellInfo_1->Effect[i] != spellInfo_2->Effect[i]
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|| spellInfo_1->EffectApplyAuraName[i] != spellInfo_2->EffectApplyAuraName[i]
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|| spellInfo_1->EffectMiscValue[i] != spellInfo_2->EffectMiscValue[i]) // paladin resist aura
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return false; // need itemtype check? need an example to add that check
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return true;
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@@ -1430,8 +1430,8 @@ void SpellMgr::LoadSpellRequired()
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bar.step();
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sLog.outString();
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sLog.outString( ">> Loaded 0 spell chain records" );
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sLog.outErrorDb("`spell_chains` table is empty!");
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sLog.outString( ">> Loaded 0 spell required records" );
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sLog.outErrorDb("`spell_required` table is empty!");
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return;
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}
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uint32 rows = 0;
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