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