Fixed the bug of spike spell effects saying they did damage, but not actually doing damage.

Resolved conflicts between spikes status effects and items that do additional effect spikes. Resolved all stacking issues with Item spikes.

Previously if you had an item equipped that gave say, blaze spikes(1). And then cast ice spikes(2) on yourself you would see dread spikes(1+2=3) animations. This was because while the code was written to check the items mod those mods in db are still applied to the player and the spells all check the players mods. I Created a separate set of mods to resolve that issue.

Similar stacking issues with proc rates and dmg per proc were also corrected.

I have made a few assumptions about retail behavior since I wasn't able to get anyone to verify for me:

1) I think retail will check status effect 1st and not proc item spikes if spell effect spikes are up, because that's how enspells and additional effect weapons work so it'd make sense to follow the precedent.

2) I think each item has a chance to go off, if shock spikes on my Ninja Chainmail+1 fails to proc then my Suzaku's sune-ate should still have a chance to proc. This part I do not have working presently. I do not know if the priority order should be by item slot or by effect type. Currently, if you wear Ninja Chainmail+1 and Suzaku's sune-ate you will only see shock spikes go off but that is way better than the problems I just fixed.