Add charge-up mechanic for more powerful spells

- Implements spell charge-up in ItemWand
- Assigns chargeup values in json files for spells that should have one
- Adds a charge meter to the crosshair in first-person
- Updates some javadoc comments appropriately
This commit is contained in:
Electroblob77
2020-06-11 22:20:04 +01:00
parent 72971b5f16
commit 7d650ebbc3
84 changed files with 204 additions and 125 deletions
@@ -134,9 +134,9 @@ public abstract class SpellCastEvent extends Event {
/**
* SpellCastEvent.Pre is fired just before a spell is cast. Use this event to change the spell modifiers and
* generally alter the behaviour of the spell, or stop it from being cast entirely. For example, wizardry uses this
* event to cancel spells cast by entities that have the arcane jammer effect. Note that for wands, this is called
* <i>before</i> mana, tier and cooldowns are checked. Also note that this event is only fired once for continuous
* spells, when they start casting.<br>
* event to cancel spells cast by entities that have the arcane jammer effect. For wands, this is called
* <i>before</i> mana, tier and cooldowns are checked, and before charge-up. Also note that this event is only fired
* once for continuous spells, when they start casting.<br>
* <br>
* This event is {@link Cancelable}. If this event is canceled, the spell is not cast, mana is not consumed, and the
* right-click action that caused it (if any) returns a result of FAIL, meaning that the right-click is passed to