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Addon (DataToColor v1.9.7): - Derive initPhase from FRAME_CHANGE_RATE (2 * 5 = 10) instead of a hardcoded magic number, keeping the Lua and C# thresholds in sync. - Ensure globalTime is at least initPhase before the first render pass so queue data written during early frames is not discarded by the C# FullReset check on the very first visible frame. Core (AddonReader): - Replace the hardcoded FullReset guard (GlobalTime.Value <= 3) with AddonTicks.INIT_PHASE, a named constant derived from the same GLOBAL_QUEUE_UPDATE cadence used by the addon. - Track previousGlobalTime to detect time wraparound / addon reload and trigger a FullReset when globalTime decreases. Core (TargetPetTargetGoal): - Add bits.PetTarget_Alive() check to CanRun() so the goal does not fire when the pet's target is dead, preventing the Succubus (or any defensive pet) from looping on a corpse. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Summary
FullResetthreshold was a hardcoded magic number (<= 3) that didn't align with the LuainitPhase. Queue data sent during early frames could be missed becauseglobalTimewasn't past the reset threshold when rendering started. Now both sides derive the threshold fromFRAME_CHANGE_RATE/GLOBAL_QUEUE_UPDATE, andAddonReaderalso detects time wraparound (addon reload) viapreviousGlobalTime.TargetPetTargetGoal.CanRun()didn't checkPetTarget_Alive(), causing the Succubus (or any defensive pet) to loop on a corpse target. Added the alive guard.Addon version bumped from 1.9.6 to 1.9.7.
Test plan
FullResetfires once during init phase and addon frames render correctly after/reloadin-game — verifyFullResettriggers on time wraparound (globalTime decreases)🤖 Generated with Claude Code