API GetSpellPowerCost

Returns a table describing the resource cost of a spell.

costs = GetSpellPowerCost("spellName" or spellID)

Arguments

 * spellName : String - Name of the queried spell.
 * spellID : Number - ID of the queried spell.

Returns

 * costs : Table - an array of tables describing spell resource costs, using the following keys:
 * hasRequiredAura : Boolean - returns false for every spell in the game.
 * type : Enum.PowerType - the powerType of the spell's cost.
 * name : String - the powerToken of the spell's cost, one of "MANA", "RAGE", "FOCUS", "ENERGY", "HAPPINESS", "RUNES", "RUNIC_POWER", "SOUL_SHARDS", "HOLY_POWER", "STAGGER", "CHI", "FURY", "PAIN", "LUNAR_POWER", "INSANITY".
 * cost: Number - the maximum cost.
 * minCost: Number - the minimum cost.
 * requiredAuraID: Number - returns zero for the vast majority of spells. Read bellow for more detailed information.
 * costPercent: Number - percentual cost.
 * costPerSec: Number - the cost per second for channeled spells.

Details
{  {type=3, name="ENERGY", cost=30, minCost=30, costPercent=0, costPerSec=0, hasRequiredAura=false, requiredAuraID=0}, {type=4, name="COMBO_POINTS", cost=5, minCost=1, costPercent=0, costPerSec=0, hasRequiredAura=false, requiredAuraID=0} }
 * Returns an empty table if the spell has no resource cost.
 * Reflects resource discounts provided by auras.
 * requiredAuraID has a return value different than zero for 36 spells. Most are spellIDs associated with a hidden healing/damage modifier spec aura, one refers to Bear Form, two seem to be connected to Helya; some are honor talents, and some don't refer to a valid aura spellID. This return value mostly exists for spells that change their cost depending on which spec the player is in.
 * Some spells may have costs composed of multiple resource types. In this case, the  array contains multiple tables. For example,   returns