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.
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@@ -56,7 +56,7 @@ public class FlameRay extends SpellRay {
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this.getNameForTranslationFormatted()), true);
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// This now only damages in line with the maxHurtResistantTime. Some mods don't play nicely and fiddle
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// with this mechanic for their own purposes, so this line makes sure that doesn't affect wizardry.
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}else if(ticksInUse % ((EntityLivingBase)target).maxHurtResistantTime == 1){
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}else if(ticksInUse % 10 == 0){
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target.setFire((int)(getProperty(BURN_DURATION).floatValue() * modifiers.get(WizardryItems.duration_upgrade)));
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EntityUtils.attackEntityWithoutKnockback(target,
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MagicDamage.causeDirectMagicDamage(caster, DamageType.FIRE),
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