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Power Types

This document outlines all available power types and their properties in the Aurora Framework.

Overview

Power types represent different resources used by classes in World of Warcraft. Each power type has a set of properties that can be accessed through the Unit class.

Available Power Types

Power TypeIDDescriptionClasses
Mana0Primary resource for castersPriest, Mage, Warlock, Druid, Shaman, Monk, Paladin
Rage1Generated by taking/dealing damageWarrior, Druid (Bear)
Focus2Hunter's primary resourceHunter
Energy3Fast-regenerating resourceRogue, Druid (Cat), Monk
Combo Points4Secondary resource for finishersRogue, Druid (Cat)
Runes5Death Knight's primary resourceDeath Knight
Runic Power6Generated by rune spendingDeath Knight
Soul Shards7Generated by specific abilitiesWarlock
Astral Power8Generated by spells and abilitiesDruid (Balance)
Holy Power9Generated by specific abilitiesPaladin
Alternate Power10Encounter-specific resourceAny
Maelstrom11Generated by specific abilitiesShaman
Chi12Generated by abilitiesMonk
Insanity13Generated by spellsPriest (Shadow)
Arcane Charges16Generated by specific spellsMage (Arcane)
Fury17Generated by abilitiesDemon Hunter
Pain18Tank resourceDemon Hunter (Vengeance)
Essence19Primary resourceEvoker

Properties

Each power type has the following properties available:

Basic Properties

unit.<type>         -- Current power value
unit.<type>max -- Maximum power value
unit.<type>pct -- Power percentage (0-100)
unit.<type>deficit -- Amount of power missing from maximum

Regeneration Properties

unit.<type>regen    -- Power regeneration rate per second
unit.timeto(<type>, value) -- Time in seconds until reaching specified value
unit.<type>timetomax -- Time in seconds until reaching maximum power

Alternative Names

Some power types have alternative names for convenience:

Power TypeAlternative Names
Combo Pointscp, combopoints
Astral Powerap, astralpower, lunarpower
Soul Shardsshards, soulshards

Usage Examples

Basic Power Checks

local player = Aurora.UnitManager:Get("player")

-- Basic power value check
if player.mana < 1000 then
-- Low mana handling
end

-- Percentage check
if player.ragepct > 60 then
-- Use rage dump ability
end

-- Maximum value check
if player.energy == player.energymax then
-- Use energy to avoid capping
end

Resource Planning

-- Wait for resource regeneration
if player.energy < 50 and player.timeto("energy", 80) < 2 then
-- Resource will reach 80 in less than 2 seconds
return true
end

-- Check if resource is regenerating quickly
if player.energyregen > 10 then
-- Fast energy regeneration period
end

-- Resource deficit check
if player.manadeficit > 10000 then
-- Use mana regeneration cooldown
end

Secondary Resources

-- Combo point management
if player.combopoints >= 5 then
-- Use finisher
elseif player.combopoints == 0 then
-- Use builder
end

-- Holy power management
if player.holypower >= 3 then
-- Use spender
end

Best Practices

Resource Management
  1. Always check resource availability before casting abilities
  2. Consider regeneration rates for resource planning
  3. Use percentage checks for relative resource levels
  4. Monitor resource deficits for regeneration abilities
Resource Caps

Be careful not to waste resources by:

  • Letting fast-regenerating resources cap (Energy, Focus)
  • Using generators at maximum secondary resources (Combo Points, Holy Power)
  • Ignoring resource regeneration mechanics

Notes

Power Type Access
  • All power properties are accessed through the unit object
  • Properties are case-sensitive
  • Use alternative names where they make code more readable