Restores charges directly, outside the normal regen path - a killing blow or a crit
refunding one on the spot. Capped at max.
how many were actually added, which is less than amount once max is hit
false, spending nothing, if cost is not affordable right now
Charges held, and progress banked towards the next one.
The banked progress matters as much as the count: without it, saving and loading part
way to a recharge would silently reset that wait, so a player could refresh a wand a
little faster by reloading. max and regenRate are definitions, supplied fresh.
Staticfrom
banks
turnsof regeneration time, converting wholeregenRate-sized chunks into charges