Core/Spells: Implement using different difficulty data from all spell related db2s, not just SpellEffect and SpellPower
Port From (https://github.com/TrinityCore/TrinityCore/commit/c7306439e7004288fb85890d6a5f730cf1761d71)
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@@ -539,9 +539,9 @@ namespace Game.Entities
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switch (action.TargetType)
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{
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case AreaTriggerActionUserTypes.Friend:
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return caster._IsValidAssistTarget(unit, Global.SpellMgr.GetSpellInfo(action.Param));
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return caster._IsValidAssistTarget(unit, Global.SpellMgr.GetSpellInfo(action.Param, caster.GetMap().GetDifficultyID()));
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case AreaTriggerActionUserTypes.Enemy:
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return caster._IsValidAttackTarget(unit, Global.SpellMgr.GetSpellInfo(action.Param));
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return caster._IsValidAttackTarget(unit, Global.SpellMgr.GetSpellInfo(action.Param, caster.GetMap().GetDifficultyID()));
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case AreaTriggerActionUserTypes.Raid:
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return caster.IsInRaidWith(unit);
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case AreaTriggerActionUserTypes.Party:
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