From 359eb2bc675e8c659c8520935031c90f6a8082ec Mon Sep 17 00:00:00 2001 From: jackpoz Date: Thu, 19 Mar 2020 23:31:35 +0100 Subject: [PATCH] Core/Spells: Fix missing "Inventory is full" with spells that create more than 1 item --- src/server/game/Spells/Spell.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index 35ccca89a5..cadbd76e58 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -6730,7 +6730,7 @@ SpellCastResult Spell::CheckItems(uint32* param1 /*= nullptr*/, uint32* param2 / { ItemPosCountVec dest; - InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->Effects[i].ItemType, 1); + InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->Effects[i].ItemType, m_spellInfo->Effects[i].CalcValue()); if (msg != EQUIP_ERR_OK) { ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(m_spellInfo->Effects[i].ItemType);