fix: Increased the tick rate of continuous spells (#849)

... and added some checks to make sure the spells don't deal too much with mods that interact with the hurt resistance timer.
This commit is contained in:
ipdnaeip
2023-09-09 12:08:38 -04:00
committed by GitHub
parent 85ca4fd100
commit 112a562b2d
7 changed files with 7 additions and 7 deletions
@@ -56,7 +56,7 @@ public class FlameRay extends SpellRay {
this.getNameForTranslationFormatted()), true);
// This now only damages in line with the maxHurtResistantTime. Some mods don't play nicely and fiddle
// with this mechanic for their own purposes, so this line makes sure that doesn't affect wizardry.
}else if(ticksInUse % ((EntityLivingBase)target).maxHurtResistantTime == 1){
}else if(ticksInUse % 10 == 0){
target.setFire((int)(getProperty(BURN_DURATION).floatValue() * modifiers.get(WizardryItems.duration_upgrade)));
EntityUtils.attackEntityWithoutKnockback(target,
MagicDamage.causeDirectMagicDamage(caster, DamageType.FIRE),