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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@@ -58,7 +58,7 @@ public class RayOfPurification extends SpellRay {
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if(!world.isRemote && ticksInUse == 1 && caster instanceof EntityPlayer) ((EntityPlayer)caster)
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.sendStatusMessage(new TextComponentTranslation("spell.resist", target.getName(),
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this.getNameForTranslationFormatted()), true);
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}else{
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}else if (ticksInUse % 10 == 0) {
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float damage = getProperty(DAMAGE).floatValue() * modifiers.get(SpellModifiers.POTENCY);
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// Fire
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