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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@@ -54,6 +54,7 @@ namespace Game
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SetRegenRate(WorldCfg.RatePowerArcaneCharges, "Rate.ArcaneCharges.Loss");
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SetRegenRate(WorldCfg.RatePowerFury, "Rate.Fury.Loss");
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SetRegenRate(WorldCfg.RatePowerPain, "Rate.Pain.Loss");
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SetRegenRate(WorldCfg.RatePowerEssence, "Rate.Essence.Loss");
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Values[WorldCfg.RateSkillDiscovery] = GetDefaultValue("Rate.Skill.Discovery", 1.0f);
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Values[WorldCfg.RateDropItemPoor] = GetDefaultValue("Rate.Drop.Item.Poor", 1.0f);
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