Core/Units: Power handling improvements
* Don't include creature_template power multipliers in CreateMana updatefield * Allow NPCs to have power types other than mana * Add missing Essence config regeneration rate * Fixed demon hunter powers not decaying immediately after combat * Fixed some powers decaying immediately out of combat after energizing (for example holy power) * Replace hardcoded list of powers to set to full on levelup with a db2 flag check * Updated Creature::GetPowerIndex for 10.1 new power types Port From (https://github.com/TrinityCore/TrinityCore/commit/1325e0c4b279d590acbcbb05d6abdf5fdb66a882)
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@@ -271,16 +271,6 @@ namespace Game.Entities
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public uint BaseMana;
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public uint AttackPower;
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public uint RangedAttackPower;
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// Helpers
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public uint GenerateMana(CreatureTemplate info)
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{
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// Mana can be 0.
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if (BaseMana == 0)
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return 0;
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return (uint)Math.Ceiling(BaseMana * info.ModMana * info.ModManaExtra);
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}
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}
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public class CreatureLocale
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