Closed Stemuweb closed 5 months ago
The debug messages I have added to test:
local function onDungeonInitialised()
AH.Chat:Print("onDungeonInitialised");
local state = ENDLESS_DUNGEON_MANAGER:GetState()
AH.Chat:Print("dungeon state = " .. tostring(state))
if (not IsEndlessDungeonStarted()) then
AH.Chat:Print("reset AvatarVisionCount: YES")
AH.Vars.AvatarVisionCount = {ICE = 0, WOLF = 0, IRON = 0}
else
AH.Chat:Print("reset AvatarVisionCount: NO")
end
end
Not idea how the function IsEndlessDungeonStarted() works and/or if it's enough.
To reproduce:
Inside function onDungeonInitialised(), AH.Vars.AvatarVisionCount are reset
Inside function onDungeonInitialised(), the reset of AH.Vars.AvatarVisionCount is skipped
Note: ENDLESS_DUNGEON_MANAGER:GetState() returns 2 in both calls to the function.
Edit: finishing phase 1 is not needed. If player B enters while player A has started the first fight, the bug occurs too.