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- 2006 INFO: main: *** Lex Talionis Engine Version 0.9.3.10 ***
- 2013 DEBUG: Engine: Frame took too long! 2013 ms
- 2015 INFO: Engine: Music: Song does not exist
- 2015 DEBUG: StateMachine: Temp State: ['transition_in']
- 2016 DEBUG: main: Current states ['start_start', 'transition_in']
- 2146 DEBUG: StateMachine: Temp State: ['pop']
- 2161 DEBUG: main: Current states ['start_start']
- 2720 DEBUG: StateMachine: Temp State: ['start_option', 'transition_out']
- 2736 DEBUG: main: Current states ['start_start', 'start_option', 'transition_out']
- 2880 DEBUG: StateMachine: Temp State: ['pop']
- 2896 DEBUG: main: Current states ['start_start', 'start_option']
- 2898 DEBUG: StateMachine: Temp State: ['transition_in']
- 2912 DEBUG: main: Current states ['start_start', 'start_option', 'transition_in']
- 3042 DEBUG: StateMachine: Temp State: ['pop']
- 3056 DEBUG: main: Current states ['start_start', 'start_option']
- 4128 DEBUG: Transitions: Loading game...
- 4131 INFO: GameStateObj: Load
- 4134 INFO: UnitObject: New AI Descriptor: None
- 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 0 0
- 4134 INFO: UnitObject: New AI Descriptor: None
- 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 0 0
- 4134 INFO: UnitObject: New AI Descriptor: FollowArya
- 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 1 Arya
- 4134 INFO: UnitObject: New AI Descriptor: HardGuard
- 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 2 0
- 4134 INFO: UnitObject: New AI Descriptor: SoftGuard
- 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 3 0
- 4134 INFO: UnitObject: New AI Descriptor: HardGuard
- 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 2 0
- 4134 INFO: UnitObject: New AI Descriptor: Attack
- 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
- 4134 INFO: UnitObject: New AI Descriptor: SoftGuard
- 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 3 0
- 4134 INFO: UnitObject: New AI Descriptor: SoftGuard
- 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 3 0
- 4134 INFO: UnitObject: New AI Descriptor: SoftGuard
- 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 3 0
- 4134 INFO: UnitObject: New AI Descriptor: Attack
- 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
- 4135 INFO: UnitObject: New AI Descriptor: Attack
- 4135 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
- 4135 INFO: UnitObject: New AI Descriptor: Pursue
- 4135 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
- 4135 INFO: UnitObject: New AI Descriptor: SoftGuard
- 4135 DEBUG: AI_fsm: AI Change. From 0 0 to 3 0
- 4135 INFO: UnitObject: New AI Descriptor: Attack
- 4135 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
- 4135 INFO: UnitObject: New AI Descriptor: Pursue
- 4135 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
- 4135 INFO: UnitObject: New AI Descriptor: Pursue
- 4135 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
- 4135 INFO: UnitObject: New AI Descriptor: Pursue
- 4136 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
- 4136 INFO: UnitObject: New AI Descriptor: Pursue
- 4136 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
- 4136 INFO: UnitObject: New AI Descriptor: Pursue
- 4136 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
- 4136 INFO: UnitObject: New AI Descriptor: Pursue
- 4136 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
- 4138 INFO: Turnwheel: Add Action 0: IncrementTurn
- 4138 INFO: Turnwheel: Add Action 1: ArriveOnMap
- 4138 INFO: Turnwheel: Add Action 2: ArriveOnMap
- 4138 INFO: Turnwheel: Add Action 3: ChangeTileSprite
- 4138 INFO: Turnwheel: Add Action 4: ChangeTileSprite
- 4138 INFO: Turnwheel: Add Action 5: LockTurnwheel
- 4138 INFO: Turnwheel: Add Action 6: ResetAll
- 4138 INFO: Turnwheel: Add Action 7: MarkPhase
- 4138 INFO: Turnwheel: Add Action 8: Move
- 4138 INFO: Turnwheel: Add Action 9: MoveArrive
- 4138 INFO: Turnwheel: Add Action 10: Wait
- 4138 INFO: Turnwheel: Add Action 11: LockTurnwheel
- 4138 INFO: Turnwheel: Add Action 12: ResetAll
- 4138 INFO: Turnwheel: Add Action 13: MarkPhase
- 4138 INFO: Turnwheel: Add Action 14: Move
- 4138 INFO: Turnwheel: Add Action 15: MoveArrive
- 4138 INFO: Turnwheel: Add Action 16: Wait
- 4138 INFO: Turnwheel: Add Action 17: Move
- 4138 INFO: Turnwheel: Add Action 18: MoveArrive
- 4138 INFO: Turnwheel: Add Action 19: RecordRandomState
- 4138 INFO: Turnwheel: Add Action 20: UseItem
- 4138 INFO: Turnwheel: Add Action 21: RecordRandomState
- 4138 INFO: Turnwheel: Add Action 22: ChangeHP
- 4138 INFO: Turnwheel: Add Action 23: ChangeHP
- 4138 INFO: Turnwheel: Add Action 24: UseItem
- 4138 INFO: Turnwheel: Add Action 25: RecordRandomState
- 4138 INFO: Turnwheel: Add Action 26: ChangeHP
- 4138 INFO: Turnwheel: Add Action 27: ChangeHP
- 4138 INFO: Turnwheel: Add Action 28: UseItem
- 4139 INFO: Turnwheel: Add Action 29: RecordRandomState
- 4139 INFO: Turnwheel: Add Action 30: ChangeHP
- 4139 INFO: Turnwheel: Add Action 31: ChangeHP
- 4139 INFO: Turnwheel: Add Action 32: RecordRandomState
- 4139 INFO: Turnwheel: Add Action 33: RecordRandomState
- 4139 INFO: Turnwheel: Add Action 34: ChargeAllSkills
- 4139 INFO: Turnwheel: Add Action 35: GainWexp
- 4139 INFO: Turnwheel: Add Action 36: GainWexp
- 4139 INFO: Turnwheel: Add Action 37: UpdateUnitRecords
- 4139 INFO: Turnwheel: Add Action 38: GainExp
- 4139 INFO: Turnwheel: Add Action 39: HasAttacked
- 4139 INFO: Turnwheel: Add Action 40: Message
- 4139 INFO: Turnwheel: Add Action 41: Message
- 4139 INFO: Turnwheel: Add Action 42: Die
- 4139 INFO: Turnwheel: Add Action 43: Wait
- 4139 INFO: Turnwheel: Add Action 44: Move
- 4139 INFO: Turnwheel: Add Action 45: MoveArrive
- 4139 INFO: Turnwheel: Add Action 46: RecordRandomState
- 4139 INFO: Turnwheel: Add Action 47: UseItem
- 4139 INFO: Turnwheel: Add Action 48: RecordRandomState
- 4139 INFO: Turnwheel: Add Action 49: ChangeHP
- 4139 INFO: Turnwheel: Add Action 50: ChangeHP
- 4139 INFO: Turnwheel: Add Action 51: UseItem
- 4139 INFO: Turnwheel: Add Action 52: RecordRandomState
- 4139 INFO: Turnwheel: Add Action 53: ChangeHP
- 4139 INFO: Turnwheel: Add Action 54: ChangeHP
- 4139 INFO: Turnwheel: Add Action 55: UseItem
- 4139 INFO: Turnwheel: Add Action 56: RecordRandomState
- 4139 INFO: Turnwheel: Add Action 57: ChangeHP
- 4139 INFO: Turnwheel: Add Action 58: ChangeHP
- 4139 INFO: Turnwheel: Add Action 59: RecordRandomState
- 4140 INFO: Turnwheel: Add Action 60: RecordRandomState
- 4140 INFO: Turnwheel: Add Action 61: ChargeAllSkills
- 4140 INFO: Turnwheel: Add Action 62: GainWexp
- 4140 INFO: Turnwheel: Add Action 63: GainWexp
- 4140 INFO: Turnwheel: Add Action 64: UpdateUnitRecords
- 4140 INFO: Turnwheel: Add Action 65: GainExp
- 4140 INFO: Turnwheel: Add Action 66: HasAttacked
- 4140 INFO: Turnwheel: Add Action 67: Message
- 4140 INFO: Turnwheel: Add Action 68: Message
- 4140 INFO: Turnwheel: Add Action 69: Die
- 4140 INFO: Turnwheel: Add Action 70: Wait
- 4140 INFO: Turnwheel: Add Action 71: Move
- 4140 INFO: Turnwheel: Add Action 72: MoveArrive
- 4140 INFO: Turnwheel: Add Action 73: RecordRandomState
- 4140 INFO: Turnwheel: Add Action 74: UseItem
- 4140 INFO: Turnwheel: Add Action 75: RecordRandomState
- 4140 INFO: Turnwheel: Add Action 76: ChangeHP
- 4140 INFO: Turnwheel: Add Action 77: ChangeHP
- 4140 INFO: Turnwheel: Add Action 78: UseItem
- 4140 INFO: Turnwheel: Add Action 79: RecordRandomState
- 4140 INFO: Turnwheel: Add Action 80: ChangeHP
- 4140 INFO: Turnwheel: Add Action 81: ChangeHP
- 4140 INFO: Turnwheel: Add Action 82: RecordRandomState
- 4140 INFO: Turnwheel: Add Action 83: RecordRandomState
- 4140 INFO: Turnwheel: Add Action 84: ChargeAllSkills
- 4140 INFO: Turnwheel: Add Action 85: GainWexp
- 4140 INFO: Turnwheel: Add Action 86: ChargeAllSkills
- 4140 INFO: Turnwheel: Add Action 87: GainWexp
- 4140 INFO: Turnwheel: Add Action 88: UpdateUnitRecords
- 4140 INFO: Turnwheel: Add Action 89: GainExp
- 4140 INFO: Turnwheel: Add Action 90: HasAttacked
- 4140 INFO: Turnwheel: Add Action 91: Message
- 4140 INFO: Turnwheel: Add Action 92: Wait
- 4142 INFO: Turnwheel: Add Action 93: Move
- 4142 INFO: Turnwheel: Add Action 94: MoveArrive
- 4142 INFO: Turnwheel: Add Action 95: Wait
- 4142 INFO: Turnwheel: Add Action 96: Move
- 4142 INFO: Turnwheel: Add Action 97: MoveArrive
- 4142 INFO: Turnwheel: Add Action 98: Wait
- 4142 INFO: Turnwheel: Add Action 99: LockTurnwheel
- 4142 INFO: Turnwheel: Add Action 100: ResetAll
- 4142 INFO: Turnwheel: Add Action 101: MarkPhase
- 4142 INFO: Turnwheel: Add Action 102: Move
- 4142 INFO: Turnwheel: Add Action 103: MoveArrive
- 4142 INFO: Turnwheel: Add Action 104: Wait
- 4142 INFO: Turnwheel: Add Action 105: IncrementTurn
- 4142 INFO: Turnwheel: Add Action 106: LockTurnwheel
- 4142 INFO: Turnwheel: Add Action 107: ResetAll
- 4142 INFO: Turnwheel: Add Action 108: MarkPhase
- 4142 INFO: Turnwheel: Add Action 109: Move
- 4142 INFO: Turnwheel: Add Action 110: MoveArrive
- 4142 INFO: Turnwheel: Add Action 111: EquipItem
- 4142 INFO: Turnwheel: Add Action 112: RecordRandomState
- 4142 INFO: Turnwheel: Add Action 113: UseItem
- 4142 INFO: Turnwheel: Add Action 114: RecordRandomState
- 4142 INFO: Turnwheel: Add Action 115: ChangeHP
- 4142 INFO: Turnwheel: Add Action 116: ChangeHP
- 4142 INFO: Turnwheel: Add Action 117: UseItem
- 4143 INFO: Turnwheel: Add Action 118: RecordRandomState
- 4143 INFO: Turnwheel: Add Action 119: ChangeHP
- 4143 INFO: Turnwheel: Add Action 120: ChangeHP
- 4143 INFO: Turnwheel: Add Action 121: UseItem
- 4143 INFO: Turnwheel: Add Action 122: RecordRandomState
- 4143 INFO: Turnwheel: Add Action 123: ChangeHP
- 4143 INFO: Turnwheel: Add Action 124: ChangeHP
- 4143 INFO: Turnwheel: Add Action 125: RecordRandomState
- 4143 INFO: Turnwheel: Add Action 126: RecordRandomState
- 4143 INFO: Turnwheel: Add Action 127: ChargeAllSkills
- 4143 INFO: Turnwheel: Add Action 128: GainWexp
- 4143 INFO: Turnwheel: Add Action 129: GainWexp
- 4143 INFO: Turnwheel: Add Action 130: UpdateUnitRecords
- 4143 INFO: Turnwheel: Add Action 131: GainExp
- 4143 INFO: Turnwheel: Add Action 132: HasAttacked
- 4143 INFO: Turnwheel: Add Action 133: Message
- 4143 INFO: Turnwheel: Add Action 134: Message
- 4143 INFO: Turnwheel: Add Action 135: Die
- 4143 INFO: Turnwheel: Add Action 136: Wait
- 4143 INFO: Turnwheel: Add Action 137: Move
- 4143 INFO: Turnwheel: Add Action 138: MoveArrive
- 4143 INFO: Turnwheel: Add Action 139: Wait
- 4143 INFO: Turnwheel: Add Action 140: LockTurnwheel
- 4143 INFO: Turnwheel: Add Action 141: ResetAll
- 4143 INFO: Turnwheel: Add Action 142: MarkPhase
- 4143 INFO: Turnwheel: Add Action 143: Move
- 4143 INFO: Turnwheel: Add Action 144: MoveArrive
- 4143 INFO: Turnwheel: Add Action 145: RecordRandomState
- 4144 INFO: Turnwheel: Add Action 146: UseItem
- 4144 INFO: Turnwheel: Add Action 147: RecordRandomState
- 4144 INFO: Turnwheel: Add Action 148: ChangeHP
- 4144 INFO: Turnwheel: Add Action 149: ChangeHP
- 4144 INFO: Turnwheel: Add Action 150: UseItem
- 4144 INFO: Turnwheel: Add Action 151: RecordRandomState
- 4144 INFO: Turnwheel: Add Action 152: ChangeHP
- 4144 INFO: Turnwheel: Add Action 153: ChangeHP
- 4144 INFO: Turnwheel: Add Action 154: RecordRandomState
- 4144 INFO: Turnwheel: Add Action 155: RecordRandomState
- 4144 INFO: Turnwheel: Add Action 156: ChargeAllSkills
- 4144 INFO: Turnwheel: Add Action 157: GainWexp
- 4144 INFO: Turnwheel: Add Action 158: UpdateUnitRecords
- 4144 INFO: Turnwheel: Add Action 159: IncLevel
- 4144 INFO: Turnwheel: Add Action 160: ApplyLevelUp
- 4144 INFO: Turnwheel: Add Action 161: GainExp
- 4144 INFO: Turnwheel: Add Action 162: HasAttacked
- 4144 INFO: Turnwheel: Add Action 163: Message
- 4144 INFO: Turnwheel: Add Action 164: Message
- 4144 INFO: Turnwheel: Add Action 165: Die
- 4144 INFO: Turnwheel: Add Action 166: Wait
- 4144 INFO: Turnwheel: Add Action 167: Move
- 4144 INFO: Turnwheel: Add Action 168: MoveArrive
- 4144 INFO: Turnwheel: Add Action 169: RecordRandomState
- 4144 INFO: Turnwheel: Add Action 170: UseItem
- 4144 INFO: Turnwheel: Add Action 171: RecordRandomState
- 4144 INFO: Turnwheel: Add Action 172: ChangeHP
- 4144 INFO: Turnwheel: Add Action 173: ChangeHP
- 4144 INFO: Turnwheel: Add Action 174: UseItem
- 4144 INFO: Turnwheel: Add Action 175: RecordRandomState
- 4144 INFO: Turnwheel: Add Action 176: ChangeHP
- 4144 INFO: Turnwheel: Add Action 177: ChangeHP
- 4144 INFO: Turnwheel: Add Action 178: RecordRandomState
- 4144 INFO: Turnwheel: Add Action 179: RecordRandomState
- 4144 INFO: Turnwheel: Add Action 180: ChargeAllSkills
- 4144 INFO: Turnwheel: Add Action 181: ChargeAllSkills
- 4144 INFO: Turnwheel: Add Action 182: UpdateUnitRecords
- 4144 INFO: Turnwheel: Add Action 183: GainExp
- 4144 INFO: Turnwheel: Add Action 184: HasAttacked
- 4144 INFO: Turnwheel: Add Action 185: Message
- 4144 INFO: Turnwheel: Add Action 186: Wait
- 4144 INFO: Turnwheel: Add Action 187: Move
- 4144 INFO: Turnwheel: Add Action 188: MoveArrive
- 4144 INFO: Turnwheel: Add Action 189: Wait
- 4144 INFO: Turnwheel: Add Action 190: LockTurnwheel
- 4144 INFO: Turnwheel: Add Action 191: ResetAll
- 4144 INFO: Turnwheel: Add Action 192: MarkPhase
- 4144 INFO: Turnwheel: Add Action 193: Move
- 4146 INFO: Turnwheel: Add Action 194: MoveArrive
- 4146 INFO: Turnwheel: Add Action 195: Wait
- 4146 INFO: Turnwheel: Add Action 196: IncrementTurn
- 4146 INFO: Turnwheel: Add Action 197: LockTurnwheel
- 4146 INFO: Turnwheel: Add Action 198: ResetAll
- 4146 INFO: Turnwheel: Add Action 199: MarkPhase
- 4146 INFO: Turnwheel: Add Action 200: Move
- 4146 INFO: Turnwheel: Add Action 201: MoveArrive
- 4146 INFO: Turnwheel: Add Action 202: Wait
- 4146 INFO: GameStateObj: Creating map...
- 4146 INFO: TileObject: Parsing tile info at Data/Level1/tileInfo.txt
- 4147 DEBUG: TileObject: Parsing tile info line: 10,8:Village=Village
- 4147 DEBUG: TileObject: Parsing tile info line: 6,5:Village=Inn
- 4147 DEBUG: TileObject: Parsing tile info line: 16,3:Shop=Vulnerary
- 4151 INFO: GameStateObj: Done creating map...
- 4162 INFO: GameStateObj: Generic
- 4162 DEBUG: Cursor: Cursor new position (9, 14)
- 4164 DEBUG: StateMachine: StateMachine took too long: start_option Begin: 0, Input: 0, Update: 35, Draw: 0, End: 0
- 4164 DEBUG: GeneralStates: Saving as we enter enemy phase!
- 4175 INFO: SaveLoad: Saving to Saves/L1T3b.p
- 4175 DEBUG: GeneralStates: Phase Start
- 4175 INFO: Turnwheel: Add Action 203: LockTurnwheel
- 4175 INFO: Turnwheel: Add Action 204: ResetAll
- 4179 DEBUG: main: Current states ['ai', 'status', 'phase_change']
- 4180 DEBUG: Engine: Frame took too long! 51 ms
- 5507 DEBUG: GeneralStates: Phase End
- 5507 INFO: Engine: Music: Fade to Normal
- 5507 INFO: Engine: Music: Song does not exist
- 5507 DEBUG: StateMachine: Temp State: ['pop']
- 5523 DEBUG: main: Current states ['ai', 'status']
- 5523 INFO: StatusCatalog: Building Status_Processor: True enemy player
- 5523 INFO: Turnwheel: Add Action 205: MarkPhase
- 5523 DEBUG: StateMachine: Temp State: ['pop']
- 5539 DEBUG: main: Current states ['ai']
- 5539 DEBUG: GeneralStates: current_ai: <Code.UnitObject.UnitObject object at 0x000000000945FC70>
- 5539 DEBUG: GeneralStates: False False False
- 5539 DEBUG: AI_fsm: AI Act!
- 5539 DEBUG: AI_fsm: AI Thinking...
- 5539 DEBUG: AI_fsm: Current State: Init
- 5539 DEBUG: AI_fsm: Starting AI with name: Bandit, position: (17, 6), class: Deserter, AI1: 3, AI2 0, View Range: 0
- 5539 DEBUG: AI_fsm: Current State: Escape
- 5539 DEBUG: AI_fsm: Current State: Steal
- 5539 DEBUG: AI_fsm: Current State: Attack_Init
- 5539 DEBUG: AI_fsm: Testing Items: [Iron Lance]
- 5539 DEBUG: AI_fsm: Iron Lance
- 5539 DEBUG: AI_fsm: Valid Targets: [(14, 8)]
- 5539 DEBUG: AI_fsm: Current State: Attack
- 5539 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000000000945FC70> Bandit (17, 6)
- 5539 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000000000945FC70> Bandit (14, 7)
- 5539 DEBUG: Interaction: attacker position: (14, 7), position: (14, 8), item: Iron Lance
- 5539 DEBUG: Interaction: def pos: (14, 8), splash pos: []
- 5539 DEBUG: Interaction: Main Defender: <Code.UnitObject.UnitObject object at 0x00000000093FDB80>, Splash: []
- 5539 DEBUG: AI_fsm: Damage: 0.25, Accuracy: 0.46
- 5539 DEBUG: AI_fsm: Offense: 0.115, Defense: 0.04761904761904767, Status: 0, Distance: 0.2
- 5539 DEBUG: AI_fsm: Choice 0.061079679396511086 - Weapon: Iron Lance, Position: (14, 7), Target: Azna, Target's Position: (14, 8)
- 5539 DEBUG: AI_fsm: Current State: Attack
- 5539 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000000000945FC70> Bandit (14, 7)
- 5540 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000000000945FC70> Bandit (15, 8)
- 5540 DEBUG: Interaction: attacker position: (15, 8), position: (14, 8), item: Iron Lance
- 5540 DEBUG: Interaction: def pos: (14, 8), splash pos: []
- 5540 DEBUG: Interaction: Main Defender: <Code.UnitObject.UnitObject object at 0x00000000093FDB80>, Splash: []
- 5540 DEBUG: AI_fsm: Damage: 0.25, Accuracy: 0.46
- 5540 DEBUG: AI_fsm: Offense: 0.115, Defense: 0.24904761904761907, Status: 0, Distance: 0.2
- 5540 DEBUG: AI_fsm: Choice 0.07025365393682226 - Weapon: Iron Lance, Position: (15, 8), Target: Azna, Target's Position: (14, 8)
- 5540 DEBUG: AI_fsm: Current State: Attack
- 5540 DEBUG: AI_fsm: Current State: Attack
- 5540 DEBUG: AI_fsm: Item Index 1
- 5540 DEBUG: AI_fsm: Current State: Attack
- 5540 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000000000945FC70> Bandit (15, 8)
- 5540 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000000000945FC70> Bandit (17, 6)
- 5540 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000000000945FC70> Bandit (17, 6)
- 5540 INFO: Turnwheel: Add Action 206: Move
- 5542 DEBUG: StateMachine: Temp State: ['movement', 'move_camera']
- 5555 DEBUG: main: Current states ['ai', 'movement', 'move_camera']
- 5842 DEBUG: StateMachine: Temp State: ['pop']
- 5842 DEBUG: Cursor: Cursor new position (17, 6)
- 5858 DEBUG: main: Current states ['ai', 'movement']
- 5907 DEBUG: Cursor: Cursor new position (16, 6)
- 5970 DEBUG: Cursor: Cursor new position (16, 7)
- 6035 DEBUG: Cursor: Cursor new position (16, 8)
- 6098 DEBUG: Cursor: Cursor new position (15, 8)
- 6163 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000000000945FC70> Bandit (15, 8)
- 6163 INFO: Turnwheel: Add Action 207: MoveArrive
- 6164 DEBUG: StateMachine: Temp State: ['pop']
- 6164 DEBUG: GeneralStates: current_ai: <Code.UnitObject.UnitObject object at 0x000000000945FC70>
- 6164 DEBUG: GeneralStates: True False False
- 6164 DEBUG: AI_fsm: AI Act!
- 6164 DEBUG: Interaction: attacker position: (15, 8), position: (14, 8), item: Iron Lance
- 6164 DEBUG: Interaction: def pos: (14, 8), splash pos: []
- 6164 DEBUG: Interaction: Main Defender: <Code.UnitObject.UnitObject object at 0x00000000093FDB80>, Splash: []
- 6171 DEBUG: GeneralStates: current_ai <Code.UnitObject.UnitObject object at 0x000000000945FC70> done with turn.
- 6171 DEBUG: StateMachine: Temp State: ['combat', 'move_camera']
- 6179 DEBUG: main: Current states ['ai', 'combat', 'move_camera']
- 6338 DEBUG: StateMachine: Temp State: ['pop']
- 6338 INFO: Turnwheel: Add Action 208: RecordRandomState
- 6338 INFO: Turnwheel: Add Action 209: UseItem
- 6338 INFO: Turnwheel: Add Action 210: RecordRandomState
- 6339 DEBUG: Cursor: Cursor new position (14, 8)
- 6342 DEBUG: StateMachine: Temp State: ['move_camera']
- 6355 DEBUG: main: Current states ['ai', 'combat', 'move_camera']
- 6355 DEBUG: StateMachine: Temp State: ['pop']
- 6371 DEBUG: main: Current states ['ai', 'combat']
- 8322 INFO: Turnwheel: Add Action 211: ChangeHP
- 8322 INFO: Turnwheel: Add Action 212: ChangeHP
- 8322 INFO: Turnwheel: Add Action 213: UseItem
- 8322 INFO: Turnwheel: Add Action 214: RecordRandomState
- 10194 INFO: Turnwheel: Add Action 215: ChangeHP
- 10194 INFO: Turnwheel: Add Action 216: ChangeHP
- 10194 INFO: Turnwheel: Add Action 217: UseItem
- 10195 INFO: Turnwheel: Add Action 218: RecordRandomState
- 12418 INFO: Turnwheel: Add Action 219: ChangeHP
- 12418 INFO: Turnwheel: Add Action 220: ChangeHP
- 12418 INFO: Turnwheel: Add Action 221: RecordRandomState
- 12418 INFO: Turnwheel: Add Action 222: RecordRandomState
- 14867 INFO: Turnwheel: Add Action 223: ChargeAllSkills
- 14867 INFO: Turnwheel: Add Action 224: GainWexp
- 14867 INFO: Turnwheel: Add Action 225: GainWexp
- 14867 INFO: Turnwheel: Add Action 226: UpdateUnitRecords
- 14868 DEBUG: StateMachine: Temp State: ['exp_gain']
- 14883 DEBUG: main: Current states ['ai', 'combat', 'exp_gain']
- 16434 INFO: Turnwheel: Add Action 227: GainExp
- 16435 DEBUG: StateMachine: Temp State: ['pop']
- 16450 DEBUG: main: Current states ['ai', 'combat']
- 17795 INFO: Turnwheel: Add Action 228: HasAttacked
- 17795 INFO: Turnwheel: Add Action 229: Message
- 17795 INFO: Turnwheel: Add Action 230: Message
- 17795 DEBUG: Interaction: Bandit is dying.
- 17796 DEBUG: StateMachine: Temp State: ['pop', 'wait', 'dialogue', 'dying', 'dialogue']
- 17811 DEBUG: main: Current states ['ai', 'wait', 'dialogue', 'dying', 'dialogue']
- 17811 DEBUG: Dialogue: Dialogue Current State: Processing
- 17811 DEBUG: GeneralStates: Ending dialogue state
- 17811 DEBUG: StateMachine: Temp State: ['pop']
- 17827 DEBUG: main: Current states ['ai', 'wait', 'dialogue', 'dying']
- 18243 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000000000945FC70> Bandit (15, 8)
- 18243 INFO: Turnwheel: Add Action 231: Die
- 18259 DEBUG: StateMachine: Temp State: ['pop']
- 18275 DEBUG: main: Current states ['ai', 'wait', 'dialogue']
- 18275 DEBUG: Dialogue: Dialogue Current State: Processing
- 18275 DEBUG: GeneralStates: Ending dialogue state
- 18275 DEBUG: StateMachine: Temp State: ['pop']
- 18275 DEBUG: UnitObject: Bandit <Code.UnitObject.UnitObject object at 0x000000000945FC70> waits
- 18275 INFO: Turnwheel: Add Action 232: Wait
- 18276 DEBUG: StateMachine: Temp State: ['pop', 'dialogue']
- 18276 DEBUG: Dialogue: Dialogue Current State: Processing
- 18276 DEBUG: GeneralStates: Ending dialogue state
- 18276 DEBUG: StateMachine: Temp State: ['pop']
- 18276 DEBUG: GeneralStates: current_ai: <Code.UnitObject.UnitObject object at 0x000000000946C070>
- 18276 DEBUG: GeneralStates: False False False
- 18276 DEBUG: AI_fsm: AI Act!
- 18278 DEBUG: AI_fsm: AI Thinking...
- 18278 DEBUG: AI_fsm: Current State: Init
- 18278 DEBUG: AI_fsm: Starting AI with name: Bandit, position: (14, 3), class: Deserter, AI1: 3, AI2 0, View Range: 0
- 18278 DEBUG: AI_fsm: Current State: Escape
- 18278 DEBUG: AI_fsm: Current State: Steal
- 18278 DEBUG: AI_fsm: Current State: Attack_Init
- 18278 DEBUG: AI_fsm: Testing Items: [Iron Lance]
- 18278 DEBUG: AI_fsm: Iron Lance
- 18278 DEBUG: AI_fsm: Valid Targets: [(14, 8)]
- 18278 DEBUG: AI_fsm: Current State: Attack
- 18278 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000000000946C070> Bandit (14, 3)
- 18278 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000000000946C070> Bandit (14, 7)
- 18279 DEBUG: Interaction: attacker position: (14, 7), position: (14, 8), item: Iron Lance
- 18279 DEBUG: Interaction: def pos: (14, 8), splash pos: []
- 18279 DEBUG: Interaction: Main Defender: <Code.UnitObject.UnitObject object at 0x00000000093FDB80>, Splash: []
- 18279 DEBUG: AI_fsm: Damage: 0.3333333333333333, Accuracy: 0.42
- 18279 DEBUG: AI_fsm: Offense: 0.13999999999999999, Defense: 0.045454545454545414, Status: 0, Distance: 0.2
- 18279 DEBUG: AI_fsm: Choice 0.07380738073807379 - Weapon: Iron Lance, Position: (14, 7), Target: Azna, Target's Position: (14, 8)
- 18279 DEBUG: AI_fsm: Current State: Attack
- 18279 DEBUG: AI_fsm: Current State: Attack
- 18279 DEBUG: AI_fsm: Item Index 1
- 18279 DEBUG: AI_fsm: Current State: Attack
- 18279 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000000000946C070> Bandit (14, 7)
- 18279 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000000000946C070> Bandit (14, 3)
- 18279 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000000000946C070> Bandit (14, 3)
- 18279 INFO: Turnwheel: Add Action 233: Move
- 18279 DEBUG: StateMachine: Temp State: ['movement', 'move_camera']
- 18291 DEBUG: main: Current states ['ai', 'movement', 'move_camera']
- 18578 DEBUG: StateMachine: Temp State: ['pop']
- 18578 DEBUG: Cursor: Cursor new position (14, 3)
- 18595 DEBUG: main: Current states ['ai', 'movement']
- 18643 DEBUG: Cursor: Cursor new position (14, 4)
- 18707 DEBUG: Cursor: Cursor new position (14, 5)
- 18770 DEBUG: Cursor: Cursor new position (14, 6)
- 18835 DEBUG: Cursor: Cursor new position (14, 7)
- 18898 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000000000946C070> Bandit (14, 7)
- 18899 INFO: Turnwheel: Add Action 234: MoveArrive
- 18899 DEBUG: StateMachine: Temp State: ['pop']
- 18899 DEBUG: GeneralStates: current_ai: <Code.UnitObject.UnitObject object at 0x000000000946C070>
- 18899 DEBUG: GeneralStates: True False False
- 18899 DEBUG: AI_fsm: AI Act!
- 18899 DEBUG: Interaction: attacker position: (14, 7), position: (14, 8), item: Iron Lance
- 18899 DEBUG: Interaction: def pos: (14, 8), splash pos: []
- 18899 DEBUG: Interaction: Main Defender: <Code.UnitObject.UnitObject object at 0x00000000093FDB80>, Splash: []
- 18899 DEBUG: GeneralStates: current_ai <Code.UnitObject.UnitObject object at 0x000000000946C070> done with turn.
- 18899 DEBUG: StateMachine: Temp State: ['combat', 'move_camera']
- 18914 DEBUG: main: Current states ['ai', 'combat', 'move_camera']
- 19154 DEBUG: StateMachine: Temp State: ['pop']
- 19154 INFO: Turnwheel: Add Action 235: RecordRandomState
- 19154 INFO: Turnwheel: Add Action 236: UseItem
- 19154 INFO: Turnwheel: Add Action 237: RecordRandomState
- 19155 DEBUG: Cursor: Cursor new position (14, 8)
- 19156 DEBUG: StateMachine: Temp State: ['move_camera']
- 19171 DEBUG: main: Current states ['ai', 'combat', 'move_camera']
- 19171 DEBUG: StateMachine: Temp State: ['pop']
- 19187 DEBUG: main: Current states ['ai', 'combat']
- 21138 INFO: Turnwheel: Add Action 238: ChangeHP
- 21138 INFO: Turnwheel: Add Action 239: ChangeHP
- 21138 INFO: Turnwheel: Add Action 240: UseItem
- 21138 INFO: Turnwheel: Add Action 241: RecordRandomState
- 23010 INFO: Turnwheel: Add Action 242: ChangeHP
- 23010 INFO: Turnwheel: Add Action 243: ChangeHP
- 23010 INFO: Turnwheel: Add Action 244: UseItem
- 23010 INFO: Turnwheel: Add Action 245: RecordRandomState
- 25299 INFO: Turnwheel: Add Action 246: ChangeHP
- 25299 INFO: Turnwheel: Add Action 247: ChangeHP
- 25299 INFO: Turnwheel: Add Action 248: RecordRandomState
- 25299 INFO: Turnwheel: Add Action 249: RecordRandomState
- 27747 INFO: Turnwheel: Add Action 250: ChargeAllSkills
- 27747 INFO: Turnwheel: Add Action 251: GainWexp
- 27747 INFO: Turnwheel: Add Action 252: GainWexp
- 27747 INFO: Turnwheel: Add Action 253: UpdateUnitRecords
- 27748 DEBUG: StateMachine: Temp State: ['exp_gain']
- 27763 DEBUG: main: Current states ['ai', 'combat', 'exp_gain']
- 29315 INFO: Turnwheel: Add Action 254: GainExp
- 29316 DEBUG: StateMachine: Temp State: ['pop']
- 29332 DEBUG: main: Current states ['ai', 'combat']
- 30675 INFO: Turnwheel: Add Action 255: HasAttacked
- 30675 INFO: Turnwheel: Add Action 256: Message
- 30675 INFO: Turnwheel: Add Action 257: Message
- 30675 DEBUG: Interaction: Bandit is dying.
- 30676 DEBUG: StateMachine: Temp State: ['pop', 'wait', 'dialogue', 'dying', 'dialogue']
- 30691 DEBUG: main: Current states ['ai', 'wait', 'dialogue', 'dying', 'dialogue']
- 30691 DEBUG: Dialogue: Dialogue Current State: Processing
- 30691 DEBUG: GeneralStates: Ending dialogue state
- 30691 DEBUG: StateMachine: Temp State: ['pop']
- 30707 DEBUG: main: Current states ['ai', 'wait', 'dialogue', 'dying']
- 31124 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000000000946C070> Bandit (14, 7)
- 31124 INFO: Turnwheel: Add Action 258: Die
- 31139 DEBUG: StateMachine: Temp State: ['pop']
- 31155 DEBUG: main: Current states ['ai', 'wait', 'dialogue']
- 31155 DEBUG: Dialogue: Dialogue Current State: Processing
- 31155 DEBUG: GeneralStates: Ending dialogue state
- 31155 DEBUG: StateMachine: Temp State: ['pop']
- 31155 DEBUG: UnitObject: Bandit <Code.UnitObject.UnitObject object at 0x000000000946C070> waits
- 31155 INFO: Turnwheel: Add Action 259: Wait
- 31155 DEBUG: StateMachine: Temp State: ['pop', 'dialogue']
- 31155 DEBUG: Dialogue: Dialogue Current State: Processing
- 31156 DEBUG: GeneralStates: Ending dialogue state
- 31156 DEBUG: StateMachine: Temp State: ['pop']
- 31156 DEBUG: GeneralStates: current_ai: <Code.UnitObject.UnitObject object at 0x0000000009471430>
- 31156 DEBUG: GeneralStates: False False False
- 31156 DEBUG: AI_fsm: AI Act!
- 31156 DEBUG: AI_fsm: AI Thinking...
- 31156 DEBUG: AI_fsm: Current State: Init
- 31156 DEBUG: AI_fsm: Starting AI with name: Bandit, position: (8, 9), class: AxeBrigand, AI1: 3, AI2 1, View Range: 2
- 31156 DEBUG: AI_fsm: Current State: Escape
- 31156 DEBUG: AI_fsm: Current State: Steal
- 31156 DEBUG: AI_fsm: Current State: Attack_Init
- 31156 DEBUG: AI_fsm: Testing Items: [Iron Axe]
- 31156 DEBUG: AI_fsm: Iron Axe
- 31157 DEBUG: AI_fsm: Valid Targets: [(7, 13)]
- 31157 DEBUG: AI_fsm: Current State: Attack
- 31157 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x0000000009471430> Bandit (8, 9)
- 31157 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x0000000009471430> Bandit (7, 12)
- 31157 DEBUG: Interaction: attacker position: (7, 12), position: (7, 13), item: Iron Axe
- 31157 DEBUG: Interaction: def pos: (7, 13), splash pos: []
- 31157 DEBUG: Interaction: Main Defender: <Code.UnitObject.UnitObject object at 0x000000000945F2B0>, Splash: []
- 31157 DEBUG: AI_fsm: Damage: 0.6666666666666666, Accuracy: 0.52
- 31157 DEBUG: AI_fsm: Offense: 0.3466666666666667, Defense: 0.6363636363636364, Status: 0, Distance: 0.2
- 31157 DEBUG: AI_fsm: Choice 0.26096609660966097 - Weapon: Iron Axe, Position: (7, 12), Target: Marian, Target's Position: (7, 13)
- 31157 DEBUG: AI_fsm: Current State: Attack
- 31157 DEBUG: AI_fsm: Current State: Attack
- 31157 DEBUG: AI_fsm: Item Index 1
- 31157 DEBUG: AI_fsm: Current State: Attack
- 31157 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x0000000009471430> Bandit (7, 12)
- 31157 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x0000000009471430> Bandit (8, 9)
- 31158 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x0000000009471430> Bandit (8, 9)
- 31158 INFO: Turnwheel: Add Action 260: Move
- 31158 DEBUG: StateMachine: Temp State: ['movement', 'move_camera']
- 31171 DEBUG: main: Current states ['ai', 'movement', 'move_camera']
- 31460 DEBUG: StateMachine: Temp State: ['pop']
- 31460 DEBUG: Cursor: Cursor new position (8, 9)
- 31476 DEBUG: main: Current states ['ai', 'movement']
- 31523 DEBUG: Cursor: Cursor new position (8, 10)
- 31588 DEBUG: Cursor: Cursor new position (7, 10)
- 31651 DEBUG: Cursor: Cursor new position (7, 11)
- 31716 DEBUG: Cursor: Cursor new position (7, 12)
- 31779 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x0000000009471430> Bandit (7, 12)
- 31779 INFO: Turnwheel: Add Action 261: MoveArrive
- 31780 DEBUG: StateMachine: Temp State: ['pop']
- 31780 DEBUG: GeneralStates: current_ai: <Code.UnitObject.UnitObject object at 0x0000000009471430>
- 31780 DEBUG: GeneralStates: True False False
- 31780 DEBUG: AI_fsm: AI Act!
- 31780 DEBUG: Interaction: attacker position: (7, 12), position: (7, 13), item: Iron Axe
- 31780 DEBUG: Interaction: def pos: (7, 13), splash pos: []
- 31780 DEBUG: Interaction: Main Defender: <Code.UnitObject.UnitObject object at 0x000000000945F2B0>, Splash: []
- 31790 DEBUG: GeneralStates: current_ai <Code.UnitObject.UnitObject object at 0x0000000009471430> done with turn.
- 31790 DEBUG: StateMachine: Temp State: ['combat', 'move_camera']
- 31796 DEBUG: main: Current states ['ai', 'combat', 'move_camera']
- 31796 DEBUG: StateMachine: Temp State: ['pop']
- 31796 INFO: Turnwheel: Add Action 262: RecordRandomState
- 31796 INFO: Turnwheel: Add Action 263: UseItem
- 31796 INFO: Turnwheel: Add Action 264: RecordRandomState
- 31796 DEBUG: Cursor: Cursor new position (7, 13)
- 31796 DEBUG: StateMachine: Temp State: ['move_camera']
- 31812 DEBUG: main: Current states ['ai', 'combat', 'move_camera']
- 31812 DEBUG: StateMachine: Temp State: ['pop']
- 31828 DEBUG: main: Current states ['ai', 'combat']
- 33763 INFO: Turnwheel: Add Action 265: ChangeHP
- 33763 INFO: Turnwheel: Add Action 266: ChangeHP
- 33763 INFO: Turnwheel: Add Action 267: UseItem
- 33763 INFO: Turnwheel: Add Action 268: RecordRandomState
- 35972 INFO: Turnwheel: Add Action 269: ChangeHP
- 35972 INFO: Turnwheel: Add Action 270: ChangeHP
- 35972 INFO: Turnwheel: Add Action 271: RecordRandomState
- 35972 INFO: Turnwheel: Add Action 272: RecordRandomState
- 37524 INFO: Turnwheel: Add Action 273: ChargeAllSkills
- 37524 INFO: Turnwheel: Add Action 274: ChargeAllSkills
- 37524 INFO: Turnwheel: Add Action 275: GainWexp
- 38884 INFO: Turnwheel: Add Action 276: HasAttacked
- 38884 INFO: Turnwheel: Add Action 277: Message
- 38886 DEBUG: StateMachine: Temp State: ['pop', 'wait', 'dialogue']
- 38900 DEBUG: main: Current states ['ai', 'wait', 'dialogue']
- 38900 DEBUG: Dialogue: Dialogue Current State: Processing
- 38900 DEBUG: GeneralStates: Ending dialogue state
- 38900 DEBUG: StateMachine: Temp State: ['pop']
- 38900 DEBUG: UnitObject: Bandit <Code.UnitObject.UnitObject object at 0x0000000009471430> waits
- 38900 INFO: Turnwheel: Add Action 278: Wait
- 38900 DEBUG: StateMachine: Temp State: ['pop', 'dialogue']
- 38900 DEBUG: Dialogue: Dialogue Current State: Processing
- 38902 DEBUG: GeneralStates: Ending dialogue state
- 38902 DEBUG: StateMachine: Temp State: ['pop']
- 38902 DEBUG: GeneralStates: current_ai: <Code.UnitObject.UnitObject object at 0x0000000009471910>
- 38902 DEBUG: GeneralStates: False False False
- 38902 DEBUG: AI_fsm: AI Act!
- 38902 DEBUG: AI_fsm: AI Thinking...
- 38902 DEBUG: AI_fsm: Current State: Init
- 38902 DEBUG: AI_fsm: Starting AI with name: Bandit, position: (9, 9), class: AxeBrigand, AI1: 3, AI2 0, View Range: 0
- 38902 DEBUG: AI_fsm: Current State: Escape
- 38902 DEBUG: AI_fsm: Current State: Steal
- 38902 DEBUG: AI_fsm: Current State: Attack_Init
- 38902 DEBUG: AI_fsm: Testing Items: [Iron Axe]
- 38902 DEBUG: AI_fsm: Iron Axe
- 38903 DEBUG: AI_fsm: Valid Targets: [(14, 8)]
- 38903 DEBUG: AI_fsm: Current State: Attack
- 38903 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x0000000009471910> Bandit (9, 9)
- 38903 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x0000000009471910> Bandit (13, 8)
- 38903 DEBUG: Interaction: attacker position: (13, 8), position: (14, 8), item: Iron Axe
- 38903 DEBUG: Interaction: def pos: (14, 8), splash pos: []
- 38903 DEBUG: Interaction: Main Defender: <Code.UnitObject.UnitObject object at 0x00000000093FDB80>, Splash: []
- 38903 DEBUG: AI_fsm: Damage: 1, Accuracy: 0.56
- 38903 DEBUG: AI_fsm: Offense: 0.56, Defense: 0.6656, Status: 0, Distance: 0.0
- 38903 DEBUG: AI_fsm: Choice 0.42484594059405945 - Weapon: Iron Axe, Position: (13, 8), Target: Azna, Target's Position: (14, 8)
- 38903 DEBUG: AI_fsm: Current State: Attack
- 38903 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x0000000009471910> Bandit (13, 8)
- 38903 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x0000000009471910> Bandit (14, 9)
- 38903 DEBUG: Interaction: attacker position: (14, 9), position: (14, 8), item: Iron Axe
- 38903 DEBUG: Interaction: def pos: (14, 8), splash pos: []
- 38903 DEBUG: Interaction: Main Defender: <Code.UnitObject.UnitObject object at 0x00000000093FDB80>, Splash: []
- 38904 DEBUG: AI_fsm: Damage: 1, Accuracy: 0.56
- 38904 DEBUG: AI_fsm: Offense: 0.56, Defense: 0.6656, Status: 0, Distance: 0.0
- 38904 DEBUG: AI_fsm: Choice 0.42484594059405945 - Weapon: Iron Axe, Position: (14, 9), Target: Azna, Target's Position: (14, 8)
- 38904 DEBUG: AI_fsm: Current State: Attack
- 38904 DEBUG: AI_fsm: Current State: Attack
- 38904 DEBUG: AI_fsm: Item Index 1
- 38904 DEBUG: AI_fsm: Current State: Attack
- 38904 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x0000000009471910> Bandit (14, 9)
- 38904 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x0000000009471910> Bandit (9, 9)
- 38904 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x0000000009471910> Bandit (9, 9)
- 38904 INFO: Turnwheel: Add Action 279: Move
- 38904 DEBUG: StateMachine: Temp State: ['movement', 'move_camera']
- 38916 DEBUG: main: Current states ['ai', 'movement', 'move_camera']
- 39206 DEBUG: StateMachine: Temp State: ['pop']
- 39206 DEBUG: Cursor: Cursor new position (9, 9)
- 39222 DEBUG: main: Current states ['ai', 'movement']
- 39269 DEBUG: Cursor: Cursor new position (10, 9)
- 39334 DEBUG: Cursor: Cursor new position (11, 9)
- 39398 DEBUG: Cursor: Cursor new position (12, 9)
- 39462 DEBUG: Cursor: Cursor new position (12, 8)
- 39526 DEBUG: Cursor: Cursor new position (13, 8)
- 39590 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x0000000009471910> Bandit (13, 8)
- 39591 INFO: Turnwheel: Add Action 280: MoveArrive
- 39591 DEBUG: StateMachine: Temp State: ['pop']
- 39591 DEBUG: GeneralStates: current_ai: <Code.UnitObject.UnitObject object at 0x0000000009471910>
- 39591 DEBUG: GeneralStates: True False False
- 39591 DEBUG: AI_fsm: AI Act!
- 39591 DEBUG: Interaction: attacker position: (13, 8), position: (14, 8), item: Iron Axe
- 39591 DEBUG: Interaction: def pos: (14, 8), splash pos: []
- 39591 DEBUG: Interaction: Main Defender: <Code.UnitObject.UnitObject object at 0x00000000093FDB80>, Splash: []
- 39591 DEBUG: GeneralStates: current_ai <Code.UnitObject.UnitObject object at 0x0000000009471910> done with turn.
- 39591 DEBUG: StateMachine: Temp State: ['combat', 'move_camera']
- 39606 DEBUG: main: Current states ['ai', 'combat', 'move_camera']
- 39606 DEBUG: StateMachine: Temp State: ['pop']
- 39606 INFO: Turnwheel: Add Action 281: RecordRandomState
- 39606 INFO: Turnwheel: Add Action 282: UseItem
- 39606 INFO: Turnwheel: Add Action 283: RecordRandomState
- 39606 DEBUG: Cursor: Cursor new position (14, 8)
- 39608 DEBUG: StateMachine: Temp State: ['move_camera']
- 39621 DEBUG: main: Current states ['ai', 'combat', 'move_camera']
- 39621 DEBUG: StateMachine: Temp State: ['pop']
- 39638 DEBUG: main: Current states ['ai', 'combat']
- 41638 INFO: Turnwheel: Add Action 284: ChangeHP
- 41638 INFO: Turnwheel: Add Action 285: ChangeHP
- 41638 INFO: Turnwheel: Add Action 286: RecordRandomState
- 41638 INFO: Turnwheel: Add Action 287: RecordRandomState
- 44086 INFO: Turnwheel: Add Action 288: ChargeAllSkills
- 44086 INFO: Turnwheel: Add Action 289: GainWexp
- 45446 INFO: Turnwheel: Add Action 290: HasAttacked
- 45446 INFO: Turnwheel: Add Action 291: Message
- 45446 INFO: Turnwheel: Add Action 292: Message
- 45446 DEBUG: Interaction: Azna is dying.
- 45447 DEBUG: StateMachine: Temp State: ['pop', 'wait', 'dialogue', 'dying', 'dialogue']
- 45462 DEBUG: main: Current states ['ai', 'wait', 'dialogue', 'dying', 'dialogue']
- 45462 DEBUG: Dialogue: Dialogue Current State: Processing
- 45462 INFO: Dialogue: Script line to parse: ['m', 'Brave Story 61']
- 45462 WARNING: Dialogue: Couldn't find music matching Brave Story 61
- 45462 INFO: Dialogue: Script line to parse: ['u', 'Azna', 'FarRight']
- 45478 DEBUG: Dialogue: Dialogue Current State: Waiting
- 45750 DEBUG: Dialogue: Dialogue Current State: Processing
- 45750 INFO: Dialogue: Script line to parse: ['s', 'Azna', "I can' fall here... I still need to redeem myself... Arya...{w}", 'auto']
- 45766 DEBUG: Dialogue: Dialogue Current State: Displaying
- 48406 DEBUG: Dialogue: Dialogue Current State: Processing
- 48406 INFO: Dialogue: Script line to parse: ['set_expression', 'Azna', 'Full_Blink']
- 48406 INFO: Dialogue: Script line to parse: ['r', 'Azna']
- 48422 DEBUG: Dialogue: Dialogue Current State: Waiting
- 48677 DEBUG: Dialogue: Dialogue Current State: Processing
- 48677 DEBUG: GeneralStates: Ending dialogue state
- 48677 DEBUG: StateMachine: Temp State: ['pop']
- 48694 DEBUG: main: Current states ['ai', 'wait', 'dialogue', 'dying']
- 49110 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x00000000093FDB80> Azna (14, 8)
- 49111 INFO: Turnwheel: Add Action 293: Die
- 49126 DEBUG: StateMachine: Temp State: ['pop']
- 49142 DEBUG: main: Current states ['ai', 'wait', 'dialogue']
- 49142 DEBUG: Dialogue: Dialogue Current State: Processing
- 49142 DEBUG: GeneralStates: Ending dialogue state
- 49142 DEBUG: StateMachine: Temp State: ['pop']
- 49142 DEBUG: UnitObject: Bandit <Code.UnitObject.UnitObject object at 0x0000000009471910> waits
- 49142 INFO: Turnwheel: Add Action 294: Wait
- 49142 DEBUG: StateMachine: Temp State: ['pop', 'dialogue']
- 49142 DEBUG: Dialogue: Dialogue Current State: Processing
- 49143 ERROR: main: 'NoneType' object is not subscriptable
- Traceback (most recent call last):
- File "C:\Users\Admin\Desktop\FEstuff\lex-talionis\main.py", line 116, in <module>
- main()
- File "C:\Users\Admin\Desktop\FEstuff\lex-talionis\main.py", line 43, in main
- run(gameStateObj, metaDataObj)
- File "C:\Users\Admin\Desktop\FEstuff\lex-talionis\main.py", line 64, in run
- mapSurf, repeat = gameStateObj.stateMachine.update([], gameStateObj, metaDataObj)
- File "C:\Users\Admin\Desktop\FEstuff\lex-talionis\Code\StateMachine.py", line 198, in update
- update_output = self.state[-1].update(gameStateObj, metaDataObj)
- File "C:\Users\Admin\Desktop\FEstuff\lex-talionis\Code\GeneralStates.py", line 2096, in update
- self.message.update(gameStateObj, metaDataObj)
- File "C:\Users\Admin\Desktop\FEstuff\lex-talionis\Code\Dialogue.py", line 199, in update
- self.read_script(gameStateObj, metaDataObj)
- File "C:\Users\Admin\Desktop\FEstuff\lex-talionis\Code\Dialogue.py", line 134, in read_script
- if (self.if_flag or self.handle_if(line, gameStateObj, metaDataObj)) and (not self.do_skip or not (line[0] in self.skippable_commands)):
- File "C:\Users\Admin\Desktop\FEstuff\lex-talionis\Code\Dialogue.py", line 156, in handle_if
- truth = eval(line[1])
- File "<string>", line 1, in <module>
- TypeError: 'NoneType' object is not subscriptable
- 50164 DEBUG: Engine: Created save point from ./Saves\L1T3b.p
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