This might fix the lingering Frost effect (from Frost Ray)
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@@ -59,18 +59,19 @@ public class FrostRay 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{
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// For frost ray the entity can move slightly, unlike freeze
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((EntityLivingBase)target).addPotionEffect(new PotionEffect(WizardryPotions.frost,
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(int)(getProperty(EFFECT_DURATION).floatValue() * modifiers.get(WizardryItems.duration_upgrade)),
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getProperty(EFFECT_STRENGTH).intValue()));
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float damage = getProperty(DAMAGE).floatValue() * modifiers.get(SpellModifiers.POTENCY);
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if(target instanceof EntityBlaze || target instanceof EntityMagmaCube) damage *= 2;
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EntityUtils.attackEntityWithoutKnockback(target, MagicDamage.causeDirectMagicDamage(caster,
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DamageType.FROST), damage);
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if(ticksInUse % ((EntityLivingBase)target).maxHurtResistantTime == 1){
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float damage = getProperty(DAMAGE).floatValue() * modifiers.get(SpellModifiers.POTENCY);
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if(target instanceof EntityBlaze || target instanceof EntityMagmaCube) damage *= 2;
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EntityUtils.attackEntityWithoutKnockback(target, MagicDamage.causeDirectMagicDamage(caster,
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DamageType.FROST), damage);
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}
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}
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}
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