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