Core/Auras: Convert most rules from Aura::CanBeSaved to a custom spell attribute
Port From (https://github.com/TrinityCore/TrinityCore/commit/b4aa698acb88e1a74bc22d97279148a567b88cad)
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@@ -2438,6 +2438,23 @@ namespace Game.Entities
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break;
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}
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switch (effect.ApplyAuraName)
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{
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case AuraType.OpenStable: // No point in saving this, since the stable dialog can't be open on aura load anyway.
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// Auras that require both caster & target to be in world cannot be saved
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case AuraType.ControlVehicle:
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case AuraType.BindSight:
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case AuraType.ModPossess:
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case AuraType.ModPossessPet:
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case AuraType.ModCharm:
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case AuraType.AoeCharm:
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// Controlled by Battleground
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case AuraType.BattleGroundPlayerPosition:
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case AuraType.BattleGroundPlayerPositionFactional:
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spellInfo.AttributesCu |= SpellCustomAttributes.AuraCannotBeSaved;
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break;
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}
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switch (effect.Effect)
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{
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case SpellEffectName.SchoolDamage:
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