fix pounce bleed, improve bleed immunity logic

This commit is contained in:
pepopo978
2026-03-30 12:04:52 -07:00
parent 87dbd90611
commit 6793bd278c
2 changed files with 16 additions and 3 deletions
+2 -2
View File
@@ -1,6 +1,6 @@
## Interface: 11200
## Title: Cursive 3.0.5
## Title-zhCN: Cursive 3.0.5
## Title: Cursive 3.0.6
## Title-zhCN: Cursive 3.0.6
## Author: Pepopo
## Notes: Uses GUIDs to show units in combat and track curses
## Notes-zhCN: 使用的GUID功能来显示战斗中的单位并监视诅咒等
+14 -1
View File
@@ -317,7 +317,16 @@ local function VerifyMeleeBleedApplied(targetGuid, spellID)
end
end
if not hasFullBuffsAndDebuffs then
local isPounceBleed = false
if spellID == 9005 or
spellID == 9823 or
spellID == 9827 then
isPounceBleed = true
end
-- pounce bleed can fail due to stun immunity as well
-- skip marking the mob as bleed immune for it
if not hasFullBuffsAndDebuffs and not isPounceBleed then
local mobName = UnitName(targetGuid)
if mobName then
curses.bleedImmuneMobs[mobName] = true
@@ -373,6 +382,10 @@ Cursive:RegisterEvent("SPELL_GO_SELF", function(itemId, spellID, casterGuid, tar
lastGuid = targetGuid
local curseData = curses.trackedCurseIds[spellID]
if curseData.meleeBleed then
if numTargetsMissed > 0 then
-- I think this will always mean the bleed missed and we can skip the extra bleed immunity logic
return
end
local mobName = UnitName(targetGuid)
local isBleedImmuneMob = mobName and mobName ~= "" and curses.bleedImmuneMobs[mobName]
if not isBleedImmuneMob then