Cleanup javadoc and make it compile correctly

This commit is contained in:
Nick 2015-12-01 21:14:26 -08:00
parent 427fb25424
commit c4e6f63ada
20 changed files with 44 additions and 47 deletions

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@ -4,8 +4,11 @@ import WayofTime.bloodmagic.api.ritual.IMasterRitualStone;
import WayofTime.bloodmagic.api.ritual.Ritual;
import WayofTime.bloodmagic.api.ritual.imperfect.IImperfectRitualStone;
import WayofTime.bloodmagic.api.ritual.imperfect.ImperfectRitual;
import WayofTime.bloodmagic.tile.TileMasterRitualStone;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.util.BlockPos;
import net.minecraft.world.World;
import net.minecraftforge.fml.common.eventhandler.Cancelable;
import net.minecraftforge.fml.common.eventhandler.Event;
@ -23,8 +26,8 @@ public class RitualEvent extends Event {
/**
* This event is called when a ritual is activated. If cancelled, it will not activate.
* <p/>
* {@link WayofTime.bloodmagic.api.util.helper.RitualHelper#activate(IMasterRitualStone, Ritual, EntityPlayer)}
*
* {@link TileMasterRitualStone#activateRitual(ItemStack, EntityPlayer)}
*/
@Cancelable
public static class RitualActivatedEvent extends RitualEvent {
@ -43,8 +46,8 @@ public class RitualEvent extends Event {
/**
* This event is called when a Ritual effect is performed. If cancelled, the effect will not happen.
* <p/>
* {@link WayofTime.bloodmagic.api.util.helper.RitualHelper#perform(IMasterRitualStone, Ritual)}
*
* {@link WayofTime.bloodmagic.tile.TileMasterRitualStone#performRitual(World, BlockPos, Ritual)}
*/
@Cancelable
public static class RitualRunEvent extends RitualEvent {
@ -56,8 +59,8 @@ public class RitualEvent extends Event {
/**
* This event is called when a Ritual is stopped by a {@link Ritual.BreakType}.
* <p/>
* {@link WayofTime.bloodmagic.api.util.helper.RitualHelper#stop(IMasterRitualStone, Ritual, Ritual.BreakType)}
*
* {@link TileMasterRitualStone#stopRitual()}
*/
public static class RitualStopEvent extends RitualEvent {

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@ -10,7 +10,7 @@ public interface IBindable {
/**
* Called when the player attempts to bind the item.
* <p/>
*
* If false, binding fails.
*/
boolean onBind(EntityPlayer player, ItemStack stack);

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@ -94,7 +94,7 @@ public class SoulNetwork extends WorldSavedData {
/**
* If the player exists on the server, syphon the given amount of LP from the player's LP network and
* damage for any remaining LP required.
* <p/>
*
* Always returns false on the client side.
*
* @return - Whether the action should be performed.

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@ -4,7 +4,7 @@ import WayofTime.bloodmagic.api.registry.OrbRegistry;
/**
* Base object for all Blood Orbs. Makes Orb creation quite a bit easier.
* <p/>
*
* Just create a new BloodOrb instance then register it with {@link OrbRegistry#registerOrb(BloodOrb)}
* This will allow the use of just one item ID for all orbs. If an addon dev needs more control over the intricacies
* of their orb (custom right clicking, renderers, etc), they can just create their own item as normal.

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@ -25,9 +25,9 @@ public class BindableHelper {
/**
* Bind an item to a username.
* <p/>
*
* Requires the Item contained in the ItemStack to be an instanceof {@link IBindable}
* <p/>
*
* Fires {@link ItemBindEvent}.
*
* @param stack - The ItemStack to bind

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@ -42,12 +42,12 @@ public class RitualHelper {
/**
* Adds your Ritual to the {@link RitualRegistry#enabledRituals} Map.
* This is used to determine whether your effect is enabled or not.
* <p/>
*
* The config option will be created as {@code B:ClassName=true} with a comment of
* {@code Enables the ClassName ritual}.
* <p/>
*
* Use {@link #}
* <p/>
*
* Should be safe to modify at any point.
*
* @param config - Your mod's Forge {@link Configuration} object.