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Use spell_loot_table for item creating in case SPELL_EFFECT_CREATE_ITEM_2 (157) and itemType==0
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6 changed files with 30 additions and 6 deletions
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@ -215,7 +215,7 @@ pEffect SpellEffects[TOTAL_SPELL_EFFECTS]=
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&Spell::EffectNULL, //154 unused
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&Spell::EffectTitanGrip, //155 SPELL_EFFECT_TITAN_GRIP Allows you to equip two-handed axes, maces and swords in one hand, but you attack $49152s1% slower than normal.
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&Spell::EffectEnchantItemPrismatic, //156 SPELL_EFFECT_ENCHANT_ITEM_PRISMATIC
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&Spell::EffectCreateItem, //157 SPELL_EFFECT_CREATE_ITEM_2 create/learn item/spell for profession
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&Spell::EffectCreateItem2, //157 SPELL_EFFECT_CREATE_ITEM_2 create/learn item/spell for profession
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&Spell::EffectMilling, //158 SPELL_EFFECT_MILLING milling
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&Spell::EffectRenamePet //159 SPELL_EFFECT_ALLOW_RENAME_PET allow rename pet once again
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};
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@ -2682,6 +2682,22 @@ void Spell::EffectCreateItem(uint32 i)
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DoCreateItem(i,m_spellInfo->EffectItemType[i]);
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}
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void Spell::EffectCreateItem2(uint32 i)
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{
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// special case: generate using spell_loot_template
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if(!m_spellInfo->EffectItemType[i])
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{
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if(m_caster->GetTypeId()!=TYPEID_PLAYER)
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return;
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// create some random items
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if(!((Player*)m_caster)->AutoStoreLootItem(m_spellInfo->Id,LootTemplates_Spell))
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player->SendEquipError( msg, NULL, NULL );
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return;
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}
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DoCreateItem(i,m_spellInfo->EffectItemType[i]);
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}
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void Spell::EffectPersistentAA(uint32 i)
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{
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float radius = GetSpellRadius(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i]));
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