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  1. 2006 INFO: main: *** Lex Talionis Engine Version 0.9.3.10 ***
  2. 2013 DEBUG: Engine: Frame took too long! 2013 ms
  3. 2015 INFO: Engine: Music: Song does not exist
  4. 2015 DEBUG: StateMachine: Temp State: ['transition_in']
  5. 2016 DEBUG: main: Current states ['start_start', 'transition_in']
  6. 2146 DEBUG: StateMachine: Temp State: ['pop']
  7. 2161 DEBUG: main: Current states ['start_start']
  8. 2720 DEBUG: StateMachine: Temp State: ['start_option', 'transition_out']
  9. 2736 DEBUG: main: Current states ['start_start', 'start_option', 'transition_out']
  10. 2880 DEBUG: StateMachine: Temp State: ['pop']
  11. 2896 DEBUG: main: Current states ['start_start', 'start_option']
  12. 2898 DEBUG: StateMachine: Temp State: ['transition_in']
  13. 2912 DEBUG: main: Current states ['start_start', 'start_option', 'transition_in']
  14. 3042 DEBUG: StateMachine: Temp State: ['pop']
  15. 3056 DEBUG: main: Current states ['start_start', 'start_option']
  16. 4128 DEBUG: Transitions: Loading game...
  17. 4131 INFO: GameStateObj: Load
  18. 4134 INFO: UnitObject: New AI Descriptor: None
  19. 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 0 0
  20. 4134 INFO: UnitObject: New AI Descriptor: None
  21. 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 0 0
  22. 4134 INFO: UnitObject: New AI Descriptor: FollowArya
  23. 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 1 Arya
  24. 4134 INFO: UnitObject: New AI Descriptor: HardGuard
  25. 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 2 0
  26. 4134 INFO: UnitObject: New AI Descriptor: SoftGuard
  27. 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 3 0
  28. 4134 INFO: UnitObject: New AI Descriptor: HardGuard
  29. 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 2 0
  30. 4134 INFO: UnitObject: New AI Descriptor: Attack
  31. 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
  32. 4134 INFO: UnitObject: New AI Descriptor: SoftGuard
  33. 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 3 0
  34. 4134 INFO: UnitObject: New AI Descriptor: SoftGuard
  35. 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 3 0
  36. 4134 INFO: UnitObject: New AI Descriptor: SoftGuard
  37. 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 3 0
  38. 4134 INFO: UnitObject: New AI Descriptor: Attack
  39. 4134 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
  40. 4135 INFO: UnitObject: New AI Descriptor: Attack
  41. 4135 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
  42. 4135 INFO: UnitObject: New AI Descriptor: Pursue
  43. 4135 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
  44. 4135 INFO: UnitObject: New AI Descriptor: SoftGuard
  45. 4135 DEBUG: AI_fsm: AI Change. From 0 0 to 3 0
  46. 4135 INFO: UnitObject: New AI Descriptor: Attack
  47. 4135 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
  48. 4135 INFO: UnitObject: New AI Descriptor: Pursue
  49. 4135 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
  50. 4135 INFO: UnitObject: New AI Descriptor: Pursue
  51. 4135 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
  52. 4135 INFO: UnitObject: New AI Descriptor: Pursue
  53. 4136 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
  54. 4136 INFO: UnitObject: New AI Descriptor: Pursue
  55. 4136 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
  56. 4136 INFO: UnitObject: New AI Descriptor: Pursue
  57. 4136 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
  58. 4136 INFO: UnitObject: New AI Descriptor: Pursue
  59. 4136 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
  60. 4138 INFO: Turnwheel: Add Action 0: IncrementTurn
  61. 4138 INFO: Turnwheel: Add Action 1: ArriveOnMap
  62. 4138 INFO: Turnwheel: Add Action 2: ArriveOnMap
  63. 4138 INFO: Turnwheel: Add Action 3: ChangeTileSprite
  64. 4138 INFO: Turnwheel: Add Action 4: ChangeTileSprite
  65. 4138 INFO: Turnwheel: Add Action 5: LockTurnwheel
  66. 4138 INFO: Turnwheel: Add Action 6: ResetAll
  67. 4138 INFO: Turnwheel: Add Action 7: MarkPhase
  68. 4138 INFO: Turnwheel: Add Action 8: Move
  69. 4138 INFO: Turnwheel: Add Action 9: MoveArrive
  70. 4138 INFO: Turnwheel: Add Action 10: Wait
  71. 4138 INFO: Turnwheel: Add Action 11: LockTurnwheel
  72. 4138 INFO: Turnwheel: Add Action 12: ResetAll
  73. 4138 INFO: Turnwheel: Add Action 13: MarkPhase
  74. 4138 INFO: Turnwheel: Add Action 14: Move
  75. 4138 INFO: Turnwheel: Add Action 15: MoveArrive
  76. 4138 INFO: Turnwheel: Add Action 16: Wait
  77. 4138 INFO: Turnwheel: Add Action 17: Move
  78. 4138 INFO: Turnwheel: Add Action 18: MoveArrive
  79. 4138 INFO: Turnwheel: Add Action 19: RecordRandomState
  80. 4138 INFO: Turnwheel: Add Action 20: UseItem
  81. 4138 INFO: Turnwheel: Add Action 21: RecordRandomState
  82. 4138 INFO: Turnwheel: Add Action 22: ChangeHP
  83. 4138 INFO: Turnwheel: Add Action 23: ChangeHP
  84. 4138 INFO: Turnwheel: Add Action 24: UseItem
  85. 4138 INFO: Turnwheel: Add Action 25: RecordRandomState
  86. 4138 INFO: Turnwheel: Add Action 26: ChangeHP
  87. 4138 INFO: Turnwheel: Add Action 27: ChangeHP
  88. 4138 INFO: Turnwheel: Add Action 28: UseItem
  89. 4139 INFO: Turnwheel: Add Action 29: RecordRandomState
  90. 4139 INFO: Turnwheel: Add Action 30: ChangeHP
  91. 4139 INFO: Turnwheel: Add Action 31: ChangeHP
  92. 4139 INFO: Turnwheel: Add Action 32: RecordRandomState
  93. 4139 INFO: Turnwheel: Add Action 33: RecordRandomState
  94. 4139 INFO: Turnwheel: Add Action 34: ChargeAllSkills
  95. 4139 INFO: Turnwheel: Add Action 35: GainWexp
  96. 4139 INFO: Turnwheel: Add Action 36: GainWexp
  97. 4139 INFO: Turnwheel: Add Action 37: UpdateUnitRecords
  98. 4139 INFO: Turnwheel: Add Action 38: GainExp
  99. 4139 INFO: Turnwheel: Add Action 39: HasAttacked
  100. 4139 INFO: Turnwheel: Add Action 40: Message
  101. 4139 INFO: Turnwheel: Add Action 41: Message
  102. 4139 INFO: Turnwheel: Add Action 42: Die
  103. 4139 INFO: Turnwheel: Add Action 43: Wait
  104. 4139 INFO: Turnwheel: Add Action 44: Move
  105. 4139 INFO: Turnwheel: Add Action 45: MoveArrive
  106. 4139 INFO: Turnwheel: Add Action 46: RecordRandomState
  107. 4139 INFO: Turnwheel: Add Action 47: UseItem
  108. 4139 INFO: Turnwheel: Add Action 48: RecordRandomState
  109. 4139 INFO: Turnwheel: Add Action 49: ChangeHP
  110. 4139 INFO: Turnwheel: Add Action 50: ChangeHP
  111. 4139 INFO: Turnwheel: Add Action 51: UseItem
  112. 4139 INFO: Turnwheel: Add Action 52: RecordRandomState
  113. 4139 INFO: Turnwheel: Add Action 53: ChangeHP
  114. 4139 INFO: Turnwheel: Add Action 54: ChangeHP
  115. 4139 INFO: Turnwheel: Add Action 55: UseItem
  116. 4139 INFO: Turnwheel: Add Action 56: RecordRandomState
  117. 4139 INFO: Turnwheel: Add Action 57: ChangeHP
  118. 4139 INFO: Turnwheel: Add Action 58: ChangeHP
  119. 4139 INFO: Turnwheel: Add Action 59: RecordRandomState
  120. 4140 INFO: Turnwheel: Add Action 60: RecordRandomState
  121. 4140 INFO: Turnwheel: Add Action 61: ChargeAllSkills
  122. 4140 INFO: Turnwheel: Add Action 62: GainWexp
  123. 4140 INFO: Turnwheel: Add Action 63: GainWexp
  124. 4140 INFO: Turnwheel: Add Action 64: UpdateUnitRecords
  125. 4140 INFO: Turnwheel: Add Action 65: GainExp
  126. 4140 INFO: Turnwheel: Add Action 66: HasAttacked
  127. 4140 INFO: Turnwheel: Add Action 67: Message
  128. 4140 INFO: Turnwheel: Add Action 68: Message
  129. 4140 INFO: Turnwheel: Add Action 69: Die
  130. 4140 INFO: Turnwheel: Add Action 70: Wait
  131. 4140 INFO: Turnwheel: Add Action 71: Move
  132. 4140 INFO: Turnwheel: Add Action 72: MoveArrive
  133. 4140 INFO: Turnwheel: Add Action 73: RecordRandomState
  134. 4140 INFO: Turnwheel: Add Action 74: UseItem
  135. 4140 INFO: Turnwheel: Add Action 75: RecordRandomState
  136. 4140 INFO: Turnwheel: Add Action 76: ChangeHP
  137. 4140 INFO: Turnwheel: Add Action 77: ChangeHP
  138. 4140 INFO: Turnwheel: Add Action 78: UseItem
  139. 4140 INFO: Turnwheel: Add Action 79: RecordRandomState
  140. 4140 INFO: Turnwheel: Add Action 80: ChangeHP
  141. 4140 INFO: Turnwheel: Add Action 81: ChangeHP
  142. 4140 INFO: Turnwheel: Add Action 82: RecordRandomState
  143. 4140 INFO: Turnwheel: Add Action 83: RecordRandomState
  144. 4140 INFO: Turnwheel: Add Action 84: ChargeAllSkills
  145. 4140 INFO: Turnwheel: Add Action 85: GainWexp
  146. 4140 INFO: Turnwheel: Add Action 86: ChargeAllSkills
  147. 4140 INFO: Turnwheel: Add Action 87: GainWexp
  148. 4140 INFO: Turnwheel: Add Action 88: UpdateUnitRecords
  149. 4140 INFO: Turnwheel: Add Action 89: GainExp
  150. 4140 INFO: Turnwheel: Add Action 90: HasAttacked
  151. 4140 INFO: Turnwheel: Add Action 91: Message
  152. 4140 INFO: Turnwheel: Add Action 92: Wait
  153. 4142 INFO: Turnwheel: Add Action 93: Move
  154. 4142 INFO: Turnwheel: Add Action 94: MoveArrive
  155. 4142 INFO: Turnwheel: Add Action 95: Wait
  156. 4142 INFO: Turnwheel: Add Action 96: Move
  157. 4142 INFO: Turnwheel: Add Action 97: MoveArrive
  158. 4142 INFO: Turnwheel: Add Action 98: Wait
  159. 4142 INFO: Turnwheel: Add Action 99: LockTurnwheel
  160. 4142 INFO: Turnwheel: Add Action 100: ResetAll
  161. 4142 INFO: Turnwheel: Add Action 101: MarkPhase
  162. 4142 INFO: Turnwheel: Add Action 102: Move
  163. 4142 INFO: Turnwheel: Add Action 103: MoveArrive
  164. 4142 INFO: Turnwheel: Add Action 104: Wait
  165. 4142 INFO: Turnwheel: Add Action 105: IncrementTurn
  166. 4142 INFO: Turnwheel: Add Action 106: LockTurnwheel
  167. 4142 INFO: Turnwheel: Add Action 107: ResetAll
  168. 4142 INFO: Turnwheel: Add Action 108: MarkPhase
  169. 4142 INFO: Turnwheel: Add Action 109: Move
  170. 4142 INFO: Turnwheel: Add Action 110: MoveArrive
  171. 4142 INFO: Turnwheel: Add Action 111: EquipItem
  172. 4142 INFO: Turnwheel: Add Action 112: RecordRandomState
  173. 4142 INFO: Turnwheel: Add Action 113: UseItem
  174. 4142 INFO: Turnwheel: Add Action 114: RecordRandomState
  175. 4142 INFO: Turnwheel: Add Action 115: ChangeHP
  176. 4142 INFO: Turnwheel: Add Action 116: ChangeHP
  177. 4142 INFO: Turnwheel: Add Action 117: UseItem
  178. 4143 INFO: Turnwheel: Add Action 118: RecordRandomState
  179. 4143 INFO: Turnwheel: Add Action 119: ChangeHP
  180. 4143 INFO: Turnwheel: Add Action 120: ChangeHP
  181. 4143 INFO: Turnwheel: Add Action 121: UseItem
  182. 4143 INFO: Turnwheel: Add Action 122: RecordRandomState
  183. 4143 INFO: Turnwheel: Add Action 123: ChangeHP
  184. 4143 INFO: Turnwheel: Add Action 124: ChangeHP
  185. 4143 INFO: Turnwheel: Add Action 125: RecordRandomState
  186. 4143 INFO: Turnwheel: Add Action 126: RecordRandomState
  187. 4143 INFO: Turnwheel: Add Action 127: ChargeAllSkills
  188. 4143 INFO: Turnwheel: Add Action 128: GainWexp
  189. 4143 INFO: Turnwheel: Add Action 129: GainWexp
  190. 4143 INFO: Turnwheel: Add Action 130: UpdateUnitRecords
  191. 4143 INFO: Turnwheel: Add Action 131: GainExp
  192. 4143 INFO: Turnwheel: Add Action 132: HasAttacked
  193. 4143 INFO: Turnwheel: Add Action 133: Message
  194. 4143 INFO: Turnwheel: Add Action 134: Message
  195. 4143 INFO: Turnwheel: Add Action 135: Die
  196. 4143 INFO: Turnwheel: Add Action 136: Wait
  197. 4143 INFO: Turnwheel: Add Action 137: Move
  198. 4143 INFO: Turnwheel: Add Action 138: MoveArrive
  199. 4143 INFO: Turnwheel: Add Action 139: Wait
  200. 4143 INFO: Turnwheel: Add Action 140: LockTurnwheel
  201. 4143 INFO: Turnwheel: Add Action 141: ResetAll
  202. 4143 INFO: Turnwheel: Add Action 142: MarkPhase
  203. 4143 INFO: Turnwheel: Add Action 143: Move
  204. 4143 INFO: Turnwheel: Add Action 144: MoveArrive
  205. 4143 INFO: Turnwheel: Add Action 145: RecordRandomState
  206. 4144 INFO: Turnwheel: Add Action 146: UseItem
  207. 4144 INFO: Turnwheel: Add Action 147: RecordRandomState
  208. 4144 INFO: Turnwheel: Add Action 148: ChangeHP
  209. 4144 INFO: Turnwheel: Add Action 149: ChangeHP
  210. 4144 INFO: Turnwheel: Add Action 150: UseItem
  211. 4144 INFO: Turnwheel: Add Action 151: RecordRandomState
  212. 4144 INFO: Turnwheel: Add Action 152: ChangeHP
  213. 4144 INFO: Turnwheel: Add Action 153: ChangeHP
  214. 4144 INFO: Turnwheel: Add Action 154: RecordRandomState
  215. 4144 INFO: Turnwheel: Add Action 155: RecordRandomState
  216. 4144 INFO: Turnwheel: Add Action 156: ChargeAllSkills
  217. 4144 INFO: Turnwheel: Add Action 157: GainWexp
  218. 4144 INFO: Turnwheel: Add Action 158: UpdateUnitRecords
  219. 4144 INFO: Turnwheel: Add Action 159: IncLevel
  220. 4144 INFO: Turnwheel: Add Action 160: ApplyLevelUp
  221. 4144 INFO: Turnwheel: Add Action 161: GainExp
  222. 4144 INFO: Turnwheel: Add Action 162: HasAttacked
  223. 4144 INFO: Turnwheel: Add Action 163: Message
  224. 4144 INFO: Turnwheel: Add Action 164: Message
  225. 4144 INFO: Turnwheel: Add Action 165: Die
  226. 4144 INFO: Turnwheel: Add Action 166: Wait
  227. 4144 INFO: Turnwheel: Add Action 167: Move
  228. 4144 INFO: Turnwheel: Add Action 168: MoveArrive
  229. 4144 INFO: Turnwheel: Add Action 169: RecordRandomState
  230. 4144 INFO: Turnwheel: Add Action 170: UseItem
  231. 4144 INFO: Turnwheel: Add Action 171: RecordRandomState
  232. 4144 INFO: Turnwheel: Add Action 172: ChangeHP
  233. 4144 INFO: Turnwheel: Add Action 173: ChangeHP
  234. 4144 INFO: Turnwheel: Add Action 174: UseItem
  235. 4144 INFO: Turnwheel: Add Action 175: RecordRandomState
  236. 4144 INFO: Turnwheel: Add Action 176: ChangeHP
  237. 4144 INFO: Turnwheel: Add Action 177: ChangeHP
  238. 4144 INFO: Turnwheel: Add Action 178: RecordRandomState
  239. 4144 INFO: Turnwheel: Add Action 179: RecordRandomState
  240. 4144 INFO: Turnwheel: Add Action 180: ChargeAllSkills
  241. 4144 INFO: Turnwheel: Add Action 181: ChargeAllSkills
  242. 4144 INFO: Turnwheel: Add Action 182: UpdateUnitRecords
  243. 4144 INFO: Turnwheel: Add Action 183: GainExp
  244. 4144 INFO: Turnwheel: Add Action 184: HasAttacked
  245. 4144 INFO: Turnwheel: Add Action 185: Message
  246. 4144 INFO: Turnwheel: Add Action 186: Wait
  247. 4144 INFO: Turnwheel: Add Action 187: Move
  248. 4144 INFO: Turnwheel: Add Action 188: MoveArrive
  249. 4144 INFO: Turnwheel: Add Action 189: Wait
  250. 4144 INFO: Turnwheel: Add Action 190: LockTurnwheel
  251. 4144 INFO: Turnwheel: Add Action 191: ResetAll
  252. 4144 INFO: Turnwheel: Add Action 192: MarkPhase
  253. 4144 INFO: Turnwheel: Add Action 193: Move
  254. 4146 INFO: Turnwheel: Add Action 194: MoveArrive
  255. 4146 INFO: Turnwheel: Add Action 195: Wait
  256. 4146 INFO: Turnwheel: Add Action 196: IncrementTurn
  257. 4146 INFO: Turnwheel: Add Action 197: LockTurnwheel
  258. 4146 INFO: Turnwheel: Add Action 198: ResetAll
  259. 4146 INFO: Turnwheel: Add Action 199: MarkPhase
  260. 4146 INFO: Turnwheel: Add Action 200: Move
  261. 4146 INFO: Turnwheel: Add Action 201: MoveArrive
  262. 4146 INFO: Turnwheel: Add Action 202: Wait
  263. 4146 INFO: GameStateObj: Creating map...
  264. 4146 INFO: TileObject: Parsing tile info at Data/Level1/tileInfo.txt
  265. 4147 DEBUG: TileObject: Parsing tile info line: 10,8:Village=Village
  266. 4147 DEBUG: TileObject: Parsing tile info line: 6,5:Village=Inn
  267. 4147 DEBUG: TileObject: Parsing tile info line: 16,3:Shop=Vulnerary
  268. 4151 INFO: GameStateObj: Done creating map...
  269. 4162 INFO: GameStateObj: Generic
  270. 4162 DEBUG: Cursor: Cursor new position (9, 14)
  271. 4164 DEBUG: StateMachine: StateMachine took too long: start_option Begin: 0, Input: 0, Update: 35, Draw: 0, End: 0
  272. 4164 DEBUG: GeneralStates: Saving as we enter enemy phase!
  273. 4175 INFO: SaveLoad: Saving to Saves/L1T3b.p
  274. 4175 DEBUG: GeneralStates: Phase Start
  275. 4175 INFO: Turnwheel: Add Action 203: LockTurnwheel
  276. 4175 INFO: Turnwheel: Add Action 204: ResetAll
  277. 4179 DEBUG: main: Current states ['ai', 'status', 'phase_change']
  278. 4180 DEBUG: Engine: Frame took too long! 51 ms
  279. 5507 DEBUG: GeneralStates: Phase End
  280. 5507 INFO: Engine: Music: Fade to Normal
  281. 5507 INFO: Engine: Music: Song does not exist
  282. 5507 DEBUG: StateMachine: Temp State: ['pop']
  283. 5523 DEBUG: main: Current states ['ai', 'status']
  284. 5523 INFO: StatusCatalog: Building Status_Processor: True enemy player
  285. 5523 INFO: Turnwheel: Add Action 205: MarkPhase
  286. 5523 DEBUG: StateMachine: Temp State: ['pop']
  287. 5539 DEBUG: main: Current states ['ai']
  288. 5539 DEBUG: GeneralStates: current_ai: <Code.UnitObject.UnitObject object at 0x000000000945FC70>
  289. 5539 DEBUG: GeneralStates: False False False
  290. 5539 DEBUG: AI_fsm: AI Act!
  291. 5539 DEBUG: AI_fsm: AI Thinking...
  292. 5539 DEBUG: AI_fsm: Current State: Init
  293. 5539 DEBUG: AI_fsm: Starting AI with name: Bandit, position: (17, 6), class: Deserter, AI1: 3, AI2 0, View Range: 0
  294. 5539 DEBUG: AI_fsm: Current State: Escape
  295. 5539 DEBUG: AI_fsm: Current State: Steal
  296. 5539 DEBUG: AI_fsm: Current State: Attack_Init
  297. 5539 DEBUG: AI_fsm: Testing Items: [Iron Lance]
  298. 5539 DEBUG: AI_fsm: Iron Lance
  299. 5539 DEBUG: AI_fsm: Valid Targets: [(14, 8)]
  300. 5539 DEBUG: AI_fsm: Current State: Attack
  301. 5539 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000000000945FC70> Bandit (17, 6)
  302. 5539 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000000000945FC70> Bandit (14, 7)
  303. 5539 DEBUG: Interaction: attacker position: (14, 7), position: (14, 8), item: Iron Lance
  304. 5539 DEBUG: Interaction: def pos: (14, 8), splash pos: []
  305. 5539 DEBUG: Interaction: Main Defender: <Code.UnitObject.UnitObject object at 0x00000000093FDB80>, Splash: []
  306. 5539 DEBUG: AI_fsm: Damage: 0.25, Accuracy: 0.46
  307. 5539 DEBUG: AI_fsm: Offense: 0.115, Defense: 0.04761904761904767, Status: 0, Distance: 0.2
  308. 5539 DEBUG: AI_fsm: Choice 0.061079679396511086 - Weapon: Iron Lance, Position: (14, 7), Target: Azna, Target's Position: (14, 8)
  309. 5539 DEBUG: AI_fsm: Current State: Attack
  310. 5539 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000000000945FC70> Bandit (14, 7)
  311. 5540 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000000000945FC70> Bandit (15, 8)
  312. 5540 DEBUG: Interaction: attacker position: (15, 8), position: (14, 8), item: Iron Lance
  313. 5540 DEBUG: Interaction: def pos: (14, 8), splash pos: []
  314. 5540 DEBUG: Interaction: Main Defender: <Code.UnitObject.UnitObject object at 0x00000000093FDB80>, Splash: []
  315. 5540 DEBUG: AI_fsm: Damage: 0.25, Accuracy: 0.46
  316. 5540 DEBUG: AI_fsm: Offense: 0.115, Defense: 0.24904761904761907, Status: 0, Distance: 0.2
  317. 5540 DEBUG: AI_fsm: Choice 0.07025365393682226 - Weapon: Iron Lance, Position: (15, 8), Target: Azna, Target's Position: (14, 8)
  318. 5540 DEBUG: AI_fsm: Current State: Attack
  319. 5540 DEBUG: AI_fsm: Current State: Attack
  320. 5540 DEBUG: AI_fsm: Item Index 1
  321. 5540 DEBUG: AI_fsm: Current State: Attack
  322. 5540 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000000000945FC70> Bandit (15, 8)
  323. 5540 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000000000945FC70> Bandit (17, 6)
  324. 5540 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000000000945FC70> Bandit (17, 6)
  325. 5540 INFO: Turnwheel: Add Action 206: Move
  326. 5542 DEBUG: StateMachine: Temp State: ['movement', 'move_camera']
  327. 5555 DEBUG: main: Current states ['ai', 'movement', 'move_camera']
  328. 5842 DEBUG: StateMachine: Temp State: ['pop']
  329. 5842 DEBUG: Cursor: Cursor new position (17, 6)
  330. 5858 DEBUG: main: Current states ['ai', 'movement']
  331. 5907 DEBUG: Cursor: Cursor new position (16, 6)
  332. 5970 DEBUG: Cursor: Cursor new position (16, 7)
  333. 6035 DEBUG: Cursor: Cursor new position (16, 8)
  334. 6098 DEBUG: Cursor: Cursor new position (15, 8)
  335. 6163 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000000000945FC70> Bandit (15, 8)
  336. 6163 INFO: Turnwheel: Add Action 207: MoveArrive
  337. 6164 DEBUG: StateMachine: Temp State: ['pop']
  338. 6164 DEBUG: GeneralStates: current_ai: <Code.UnitObject.UnitObject object at 0x000000000945FC70>
  339. 6164 DEBUG: GeneralStates: True False False
  340. 6164 DEBUG: AI_fsm: AI Act!
  341. 6164 DEBUG: Interaction: attacker position: (15, 8), position: (14, 8), item: Iron Lance
  342. 6164 DEBUG: Interaction: def pos: (14, 8), splash pos: []
  343. 6164 DEBUG: Interaction: Main Defender: <Code.UnitObject.UnitObject object at 0x00000000093FDB80>, Splash: []
  344. 6171 DEBUG: GeneralStates: current_ai <Code.UnitObject.UnitObject object at 0x000000000945FC70> done with turn.
  345. 6171 DEBUG: StateMachine: Temp State: ['combat', 'move_camera']
  346. 6179 DEBUG: main: Current states ['ai', 'combat', 'move_camera']
  347. 6338 DEBUG: StateMachine: Temp State: ['pop']
  348. 6338 INFO: Turnwheel: Add Action 208: RecordRandomState
  349. 6338 INFO: Turnwheel: Add Action 209: UseItem
  350. 6338 INFO: Turnwheel: Add Action 210: RecordRandomState
  351. 6339 DEBUG: Cursor: Cursor new position (14, 8)
  352. 6342 DEBUG: StateMachine: Temp State: ['move_camera']
  353. 6355 DEBUG: main: Current states ['ai', 'combat', 'move_camera']
  354. 6355 DEBUG: StateMachine: Temp State: ['pop']
  355. 6371 DEBUG: main: Current states ['ai', 'combat']
  356. 8322 INFO: Turnwheel: Add Action 211: ChangeHP
  357. 8322 INFO: Turnwheel: Add Action 212: ChangeHP
  358. 8322 INFO: Turnwheel: Add Action 213: UseItem
  359. 8322 INFO: Turnwheel: Add Action 214: RecordRandomState
  360. 10194 INFO: Turnwheel: Add Action 215: ChangeHP
  361. 10194 INFO: Turnwheel: Add Action 216: ChangeHP
  362. 10194 INFO: Turnwheel: Add Action 217: UseItem
  363. 10195 INFO: Turnwheel: Add Action 218: RecordRandomState
  364. 12418 INFO: Turnwheel: Add Action 219: ChangeHP
  365. 12418 INFO: Turnwheel: Add Action 220: ChangeHP
  366. 12418 INFO: Turnwheel: Add Action 221: RecordRandomState
  367. 12418 INFO: Turnwheel: Add Action 222: RecordRandomState
  368. 14867 INFO: Turnwheel: Add Action 223: ChargeAllSkills
  369. 14867 INFO: Turnwheel: Add Action 224: GainWexp
  370. 14867 INFO: Turnwheel: Add Action 225: GainWexp
  371. 14867 INFO: Turnwheel: Add Action 226: UpdateUnitRecords
  372. 14868 DEBUG: StateMachine: Temp State: ['exp_gain']
  373. 14883 DEBUG: main: Current states ['ai', 'combat', 'exp_gain']
  374. 16434 INFO: Turnwheel: Add Action 227: GainExp
  375. 16435 DEBUG: StateMachine: Temp State: ['pop']
  376. 16450 DEBUG: main: Current states ['ai', 'combat']
  377. 17795 INFO: Turnwheel: Add Action 228: HasAttacked
  378. 17795 INFO: Turnwheel: Add Action 229: Message
  379. 17795 INFO: Turnwheel: Add Action 230: Message
  380. 17795 DEBUG: Interaction: Bandit is dying.
  381. 17796 DEBUG: StateMachine: Temp State: ['pop', 'wait', 'dialogue', 'dying', 'dialogue']
  382. 17811 DEBUG: main: Current states ['ai', 'wait', 'dialogue', 'dying', 'dialogue']
  383. 17811 DEBUG: Dialogue: Dialogue Current State: Processing
  384. 17811 DEBUG: GeneralStates: Ending dialogue state
  385. 17811 DEBUG: StateMachine: Temp State: ['pop']
  386. 17827 DEBUG: main: Current states ['ai', 'wait', 'dialogue', 'dying']
  387. 18243 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000000000945FC70> Bandit (15, 8)
  388. 18243 INFO: Turnwheel: Add Action 231: Die
  389. 18259 DEBUG: StateMachine: Temp State: ['pop']
  390. 18275 DEBUG: main: Current states ['ai', 'wait', 'dialogue']
  391. 18275 DEBUG: Dialogue: Dialogue Current State: Processing
  392. 18275 DEBUG: GeneralStates: Ending dialogue state
  393. 18275 DEBUG: StateMachine: Temp State: ['pop']
  394. 18275 DEBUG: UnitObject: Bandit <Code.UnitObject.UnitObject object at 0x000000000945FC70> waits
  395. 18275 INFO: Turnwheel: Add Action 232: Wait
  396. 18276 DEBUG: StateMachine: Temp State: ['pop', 'dialogue']
  397. 18276 DEBUG: Dialogue: Dialogue Current State: Processing
  398. 18276 DEBUG: GeneralStates: Ending dialogue state
  399. 18276 DEBUG: StateMachine: Temp State: ['pop']
  400. 18276 DEBUG: GeneralStates: current_ai: <Code.UnitObject.UnitObject object at 0x000000000946C070>
  401. 18276 DEBUG: GeneralStates: False False False
  402. 18276 DEBUG: AI_fsm: AI Act!
  403. 18278 DEBUG: AI_fsm: AI Thinking...
  404. 18278 DEBUG: AI_fsm: Current State: Init
  405. 18278 DEBUG: AI_fsm: Starting AI with name: Bandit, position: (14, 3), class: Deserter, AI1: 3, AI2 0, View Range: 0
  406. 18278 DEBUG: AI_fsm: Current State: Escape
  407. 18278 DEBUG: AI_fsm: Current State: Steal
  408. 18278 DEBUG: AI_fsm: Current State: Attack_Init
  409. 18278 DEBUG: AI_fsm: Testing Items: [Iron Lance]
  410. 18278 DEBUG: AI_fsm: Iron Lance
  411. 18278 DEBUG: AI_fsm: Valid Targets: [(14, 8)]
  412. 18278 DEBUG: AI_fsm: Current State: Attack
  413. 18278 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000000000946C070> Bandit (14, 3)
  414. 18278 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000000000946C070> Bandit (14, 7)
  415. 18279 DEBUG: Interaction: attacker position: (14, 7), position: (14, 8), item: Iron Lance
  416. 18279 DEBUG: Interaction: def pos: (14, 8), splash pos: []
  417. 18279 DEBUG: Interaction: Main Defender: <Code.UnitObject.UnitObject object at 0x00000000093FDB80>, Splash: []
  418. 18279 DEBUG: AI_fsm: Damage: 0.3333333333333333, Accuracy: 0.42
  419. 18279 DEBUG: AI_fsm: Offense: 0.13999999999999999, Defense: 0.045454545454545414, Status: 0, Distance: 0.2
  420. 18279 DEBUG: AI_fsm: Choice 0.07380738073807379 - Weapon: Iron Lance, Position: (14, 7), Target: Azna, Target's Position: (14, 8)
  421. 18279 DEBUG: AI_fsm: Current State: Attack
  422. 18279 DEBUG: AI_fsm: Current State: Attack
  423. 18279 DEBUG: AI_fsm: Item Index 1
  424. 18279 DEBUG: AI_fsm: Current State: Attack
  425. 18279 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000000000946C070> Bandit (14, 7)
  426. 18279 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000000000946C070> Bandit (14, 3)
  427. 18279 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000000000946C070> Bandit (14, 3)
  428. 18279 INFO: Turnwheel: Add Action 233: Move
  429. 18279 DEBUG: StateMachine: Temp State: ['movement', 'move_camera']
  430. 18291 DEBUG: main: Current states ['ai', 'movement', 'move_camera']
  431. 18578 DEBUG: StateMachine: Temp State: ['pop']
  432. 18578 DEBUG: Cursor: Cursor new position (14, 3)
  433. 18595 DEBUG: main: Current states ['ai', 'movement']
  434. 18643 DEBUG: Cursor: Cursor new position (14, 4)
  435. 18707 DEBUG: Cursor: Cursor new position (14, 5)
  436. 18770 DEBUG: Cursor: Cursor new position (14, 6)
  437. 18835 DEBUG: Cursor: Cursor new position (14, 7)
  438. 18898 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000000000946C070> Bandit (14, 7)
  439. 18899 INFO: Turnwheel: Add Action 234: MoveArrive
  440. 18899 DEBUG: StateMachine: Temp State: ['pop']
  441. 18899 DEBUG: GeneralStates: current_ai: <Code.UnitObject.UnitObject object at 0x000000000946C070>
  442. 18899 DEBUG: GeneralStates: True False False
  443. 18899 DEBUG: AI_fsm: AI Act!
  444. 18899 DEBUG: Interaction: attacker position: (14, 7), position: (14, 8), item: Iron Lance
  445. 18899 DEBUG: Interaction: def pos: (14, 8), splash pos: []
  446. 18899 DEBUG: Interaction: Main Defender: <Code.UnitObject.UnitObject object at 0x00000000093FDB80>, Splash: []
  447. 18899 DEBUG: GeneralStates: current_ai <Code.UnitObject.UnitObject object at 0x000000000946C070> done with turn.
  448. 18899 DEBUG: StateMachine: Temp State: ['combat', 'move_camera']
  449. 18914 DEBUG: main: Current states ['ai', 'combat', 'move_camera']
  450. 19154 DEBUG: StateMachine: Temp State: ['pop']
  451. 19154 INFO: Turnwheel: Add Action 235: RecordRandomState
  452. 19154 INFO: Turnwheel: Add Action 236: UseItem
  453. 19154 INFO: Turnwheel: Add Action 237: RecordRandomState
  454. 19155 DEBUG: Cursor: Cursor new position (14, 8)
  455. 19156 DEBUG: StateMachine: Temp State: ['move_camera']
  456. 19171 DEBUG: main: Current states ['ai', 'combat', 'move_camera']
  457. 19171 DEBUG: StateMachine: Temp State: ['pop']
  458. 19187 DEBUG: main: Current states ['ai', 'combat']
  459. 21138 INFO: Turnwheel: Add Action 238: ChangeHP
  460. 21138 INFO: Turnwheel: Add Action 239: ChangeHP
  461. 21138 INFO: Turnwheel: Add Action 240: UseItem
  462. 21138 INFO: Turnwheel: Add Action 241: RecordRandomState
  463. 23010 INFO: Turnwheel: Add Action 242: ChangeHP
  464. 23010 INFO: Turnwheel: Add Action 243: ChangeHP
  465. 23010 INFO: Turnwheel: Add Action 244: UseItem
  466. 23010 INFO: Turnwheel: Add Action 245: RecordRandomState
  467. 25299 INFO: Turnwheel: Add Action 246: ChangeHP
  468. 25299 INFO: Turnwheel: Add Action 247: ChangeHP
  469. 25299 INFO: Turnwheel: Add Action 248: RecordRandomState
  470. 25299 INFO: Turnwheel: Add Action 249: RecordRandomState
  471. 27747 INFO: Turnwheel: Add Action 250: ChargeAllSkills
  472. 27747 INFO: Turnwheel: Add Action 251: GainWexp
  473. 27747 INFO: Turnwheel: Add Action 252: GainWexp
  474. 27747 INFO: Turnwheel: Add Action 253: UpdateUnitRecords
  475. 27748 DEBUG: StateMachine: Temp State: ['exp_gain']
  476. 27763 DEBUG: main: Current states ['ai', 'combat', 'exp_gain']
  477. 29315 INFO: Turnwheel: Add Action 254: GainExp
  478. 29316 DEBUG: StateMachine: Temp State: ['pop']
  479. 29332 DEBUG: main: Current states ['ai', 'combat']
  480. 30675 INFO: Turnwheel: Add Action 255: HasAttacked
  481. 30675 INFO: Turnwheel: Add Action 256: Message
  482. 30675 INFO: Turnwheel: Add Action 257: Message
  483. 30675 DEBUG: Interaction: Bandit is dying.
  484. 30676 DEBUG: StateMachine: Temp State: ['pop', 'wait', 'dialogue', 'dying', 'dialogue']
  485. 30691 DEBUG: main: Current states ['ai', 'wait', 'dialogue', 'dying', 'dialogue']
  486. 30691 DEBUG: Dialogue: Dialogue Current State: Processing
  487. 30691 DEBUG: GeneralStates: Ending dialogue state
  488. 30691 DEBUG: StateMachine: Temp State: ['pop']
  489. 30707 DEBUG: main: Current states ['ai', 'wait', 'dialogue', 'dying']
  490. 31124 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000000000946C070> Bandit (14, 7)
  491. 31124 INFO: Turnwheel: Add Action 258: Die
  492. 31139 DEBUG: StateMachine: Temp State: ['pop']
  493. 31155 DEBUG: main: Current states ['ai', 'wait', 'dialogue']
  494. 31155 DEBUG: Dialogue: Dialogue Current State: Processing
  495. 31155 DEBUG: GeneralStates: Ending dialogue state
  496. 31155 DEBUG: StateMachine: Temp State: ['pop']
  497. 31155 DEBUG: UnitObject: Bandit <Code.UnitObject.UnitObject object at 0x000000000946C070> waits
  498. 31155 INFO: Turnwheel: Add Action 259: Wait
  499. 31155 DEBUG: StateMachine: Temp State: ['pop', 'dialogue']
  500. 31155 DEBUG: Dialogue: Dialogue Current State: Processing
  501. 31156 DEBUG: GeneralStates: Ending dialogue state
  502. 31156 DEBUG: StateMachine: Temp State: ['pop']
  503. 31156 DEBUG: GeneralStates: current_ai: <Code.UnitObject.UnitObject object at 0x0000000009471430>
  504. 31156 DEBUG: GeneralStates: False False False
  505. 31156 DEBUG: AI_fsm: AI Act!
  506. 31156 DEBUG: AI_fsm: AI Thinking...
  507. 31156 DEBUG: AI_fsm: Current State: Init
  508. 31156 DEBUG: AI_fsm: Starting AI with name: Bandit, position: (8, 9), class: AxeBrigand, AI1: 3, AI2 1, View Range: 2
  509. 31156 DEBUG: AI_fsm: Current State: Escape
  510. 31156 DEBUG: AI_fsm: Current State: Steal
  511. 31156 DEBUG: AI_fsm: Current State: Attack_Init
  512. 31156 DEBUG: AI_fsm: Testing Items: [Iron Axe]
  513. 31156 DEBUG: AI_fsm: Iron Axe
  514. 31157 DEBUG: AI_fsm: Valid Targets: [(7, 13)]
  515. 31157 DEBUG: AI_fsm: Current State: Attack
  516. 31157 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x0000000009471430> Bandit (8, 9)
  517. 31157 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x0000000009471430> Bandit (7, 12)
  518. 31157 DEBUG: Interaction: attacker position: (7, 12), position: (7, 13), item: Iron Axe
  519. 31157 DEBUG: Interaction: def pos: (7, 13), splash pos: []
  520. 31157 DEBUG: Interaction: Main Defender: <Code.UnitObject.UnitObject object at 0x000000000945F2B0>, Splash: []
  521. 31157 DEBUG: AI_fsm: Damage: 0.6666666666666666, Accuracy: 0.52
  522. 31157 DEBUG: AI_fsm: Offense: 0.3466666666666667, Defense: 0.6363636363636364, Status: 0, Distance: 0.2
  523. 31157 DEBUG: AI_fsm: Choice 0.26096609660966097 - Weapon: Iron Axe, Position: (7, 12), Target: Marian, Target's Position: (7, 13)
  524. 31157 DEBUG: AI_fsm: Current State: Attack
  525. 31157 DEBUG: AI_fsm: Current State: Attack
  526. 31157 DEBUG: AI_fsm: Item Index 1
  527. 31157 DEBUG: AI_fsm: Current State: Attack
  528. 31157 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x0000000009471430> Bandit (7, 12)
  529. 31157 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x0000000009471430> Bandit (8, 9)
  530. 31158 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x0000000009471430> Bandit (8, 9)
  531. 31158 INFO: Turnwheel: Add Action 260: Move
  532. 31158 DEBUG: StateMachine: Temp State: ['movement', 'move_camera']
  533. 31171 DEBUG: main: Current states ['ai', 'movement', 'move_camera']
  534. 31460 DEBUG: StateMachine: Temp State: ['pop']
  535. 31460 DEBUG: Cursor: Cursor new position (8, 9)
  536. 31476 DEBUG: main: Current states ['ai', 'movement']
  537. 31523 DEBUG: Cursor: Cursor new position (8, 10)
  538. 31588 DEBUG: Cursor: Cursor new position (7, 10)
  539. 31651 DEBUG: Cursor: Cursor new position (7, 11)
  540. 31716 DEBUG: Cursor: Cursor new position (7, 12)
  541. 31779 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x0000000009471430> Bandit (7, 12)
  542. 31779 INFO: Turnwheel: Add Action 261: MoveArrive
  543. 31780 DEBUG: StateMachine: Temp State: ['pop']
  544. 31780 DEBUG: GeneralStates: current_ai: <Code.UnitObject.UnitObject object at 0x0000000009471430>
  545. 31780 DEBUG: GeneralStates: True False False
  546. 31780 DEBUG: AI_fsm: AI Act!
  547. 31780 DEBUG: Interaction: attacker position: (7, 12), position: (7, 13), item: Iron Axe
  548. 31780 DEBUG: Interaction: def pos: (7, 13), splash pos: []
  549. 31780 DEBUG: Interaction: Main Defender: <Code.UnitObject.UnitObject object at 0x000000000945F2B0>, Splash: []
  550. 31790 DEBUG: GeneralStates: current_ai <Code.UnitObject.UnitObject object at 0x0000000009471430> done with turn.
  551. 31790 DEBUG: StateMachine: Temp State: ['combat', 'move_camera']
  552. 31796 DEBUG: main: Current states ['ai', 'combat', 'move_camera']
  553. 31796 DEBUG: StateMachine: Temp State: ['pop']
  554. 31796 INFO: Turnwheel: Add Action 262: RecordRandomState
  555. 31796 INFO: Turnwheel: Add Action 263: UseItem
  556. 31796 INFO: Turnwheel: Add Action 264: RecordRandomState
  557. 31796 DEBUG: Cursor: Cursor new position (7, 13)
  558. 31796 DEBUG: StateMachine: Temp State: ['move_camera']
  559. 31812 DEBUG: main: Current states ['ai', 'combat', 'move_camera']
  560. 31812 DEBUG: StateMachine: Temp State: ['pop']
  561. 31828 DEBUG: main: Current states ['ai', 'combat']
  562. 33763 INFO: Turnwheel: Add Action 265: ChangeHP
  563. 33763 INFO: Turnwheel: Add Action 266: ChangeHP
  564. 33763 INFO: Turnwheel: Add Action 267: UseItem
  565. 33763 INFO: Turnwheel: Add Action 268: RecordRandomState
  566. 35972 INFO: Turnwheel: Add Action 269: ChangeHP
  567. 35972 INFO: Turnwheel: Add Action 270: ChangeHP
  568. 35972 INFO: Turnwheel: Add Action 271: RecordRandomState
  569. 35972 INFO: Turnwheel: Add Action 272: RecordRandomState
  570. 37524 INFO: Turnwheel: Add Action 273: ChargeAllSkills
  571. 37524 INFO: Turnwheel: Add Action 274: ChargeAllSkills
  572. 37524 INFO: Turnwheel: Add Action 275: GainWexp
  573. 38884 INFO: Turnwheel: Add Action 276: HasAttacked
  574. 38884 INFO: Turnwheel: Add Action 277: Message
  575. 38886 DEBUG: StateMachine: Temp State: ['pop', 'wait', 'dialogue']
  576. 38900 DEBUG: main: Current states ['ai', 'wait', 'dialogue']
  577. 38900 DEBUG: Dialogue: Dialogue Current State: Processing
  578. 38900 DEBUG: GeneralStates: Ending dialogue state
  579. 38900 DEBUG: StateMachine: Temp State: ['pop']
  580. 38900 DEBUG: UnitObject: Bandit <Code.UnitObject.UnitObject object at 0x0000000009471430> waits
  581. 38900 INFO: Turnwheel: Add Action 278: Wait
  582. 38900 DEBUG: StateMachine: Temp State: ['pop', 'dialogue']
  583. 38900 DEBUG: Dialogue: Dialogue Current State: Processing
  584. 38902 DEBUG: GeneralStates: Ending dialogue state
  585. 38902 DEBUG: StateMachine: Temp State: ['pop']
  586. 38902 DEBUG: GeneralStates: current_ai: <Code.UnitObject.UnitObject object at 0x0000000009471910>
  587. 38902 DEBUG: GeneralStates: False False False
  588. 38902 DEBUG: AI_fsm: AI Act!
  589. 38902 DEBUG: AI_fsm: AI Thinking...
  590. 38902 DEBUG: AI_fsm: Current State: Init
  591. 38902 DEBUG: AI_fsm: Starting AI with name: Bandit, position: (9, 9), class: AxeBrigand, AI1: 3, AI2 0, View Range: 0
  592. 38902 DEBUG: AI_fsm: Current State: Escape
  593. 38902 DEBUG: AI_fsm: Current State: Steal
  594. 38902 DEBUG: AI_fsm: Current State: Attack_Init
  595. 38902 DEBUG: AI_fsm: Testing Items: [Iron Axe]
  596. 38902 DEBUG: AI_fsm: Iron Axe
  597. 38903 DEBUG: AI_fsm: Valid Targets: [(14, 8)]
  598. 38903 DEBUG: AI_fsm: Current State: Attack
  599. 38903 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x0000000009471910> Bandit (9, 9)
  600. 38903 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x0000000009471910> Bandit (13, 8)
  601. 38903 DEBUG: Interaction: attacker position: (13, 8), position: (14, 8), item: Iron Axe
  602. 38903 DEBUG: Interaction: def pos: (14, 8), splash pos: []
  603. 38903 DEBUG: Interaction: Main Defender: <Code.UnitObject.UnitObject object at 0x00000000093FDB80>, Splash: []
  604. 38903 DEBUG: AI_fsm: Damage: 1, Accuracy: 0.56
  605. 38903 DEBUG: AI_fsm: Offense: 0.56, Defense: 0.6656, Status: 0, Distance: 0.0
  606. 38903 DEBUG: AI_fsm: Choice 0.42484594059405945 - Weapon: Iron Axe, Position: (13, 8), Target: Azna, Target's Position: (14, 8)
  607. 38903 DEBUG: AI_fsm: Current State: Attack
  608. 38903 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x0000000009471910> Bandit (13, 8)
  609. 38903 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x0000000009471910> Bandit (14, 9)
  610. 38903 DEBUG: Interaction: attacker position: (14, 9), position: (14, 8), item: Iron Axe
  611. 38903 DEBUG: Interaction: def pos: (14, 8), splash pos: []
  612. 38903 DEBUG: Interaction: Main Defender: <Code.UnitObject.UnitObject object at 0x00000000093FDB80>, Splash: []
  613. 38904 DEBUG: AI_fsm: Damage: 1, Accuracy: 0.56
  614. 38904 DEBUG: AI_fsm: Offense: 0.56, Defense: 0.6656, Status: 0, Distance: 0.0
  615. 38904 DEBUG: AI_fsm: Choice 0.42484594059405945 - Weapon: Iron Axe, Position: (14, 9), Target: Azna, Target's Position: (14, 8)
  616. 38904 DEBUG: AI_fsm: Current State: Attack
  617. 38904 DEBUG: AI_fsm: Current State: Attack
  618. 38904 DEBUG: AI_fsm: Item Index 1
  619. 38904 DEBUG: AI_fsm: Current State: Attack
  620. 38904 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x0000000009471910> Bandit (14, 9)
  621. 38904 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x0000000009471910> Bandit (9, 9)
  622. 38904 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x0000000009471910> Bandit (9, 9)
  623. 38904 INFO: Turnwheel: Add Action 279: Move
  624. 38904 DEBUG: StateMachine: Temp State: ['movement', 'move_camera']
  625. 38916 DEBUG: main: Current states ['ai', 'movement', 'move_camera']
  626. 39206 DEBUG: StateMachine: Temp State: ['pop']
  627. 39206 DEBUG: Cursor: Cursor new position (9, 9)
  628. 39222 DEBUG: main: Current states ['ai', 'movement']
  629. 39269 DEBUG: Cursor: Cursor new position (10, 9)
  630. 39334 DEBUG: Cursor: Cursor new position (11, 9)
  631. 39398 DEBUG: Cursor: Cursor new position (12, 9)
  632. 39462 DEBUG: Cursor: Cursor new position (12, 8)
  633. 39526 DEBUG: Cursor: Cursor new position (13, 8)
  634. 39590 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x0000000009471910> Bandit (13, 8)
  635. 39591 INFO: Turnwheel: Add Action 280: MoveArrive
  636. 39591 DEBUG: StateMachine: Temp State: ['pop']
  637. 39591 DEBUG: GeneralStates: current_ai: <Code.UnitObject.UnitObject object at 0x0000000009471910>
  638. 39591 DEBUG: GeneralStates: True False False
  639. 39591 DEBUG: AI_fsm: AI Act!
  640. 39591 DEBUG: Interaction: attacker position: (13, 8), position: (14, 8), item: Iron Axe
  641. 39591 DEBUG: Interaction: def pos: (14, 8), splash pos: []
  642. 39591 DEBUG: Interaction: Main Defender: <Code.UnitObject.UnitObject object at 0x00000000093FDB80>, Splash: []
  643. 39591 DEBUG: GeneralStates: current_ai <Code.UnitObject.UnitObject object at 0x0000000009471910> done with turn.
  644. 39591 DEBUG: StateMachine: Temp State: ['combat', 'move_camera']
  645. 39606 DEBUG: main: Current states ['ai', 'combat', 'move_camera']
  646. 39606 DEBUG: StateMachine: Temp State: ['pop']
  647. 39606 INFO: Turnwheel: Add Action 281: RecordRandomState
  648. 39606 INFO: Turnwheel: Add Action 282: UseItem
  649. 39606 INFO: Turnwheel: Add Action 283: RecordRandomState
  650. 39606 DEBUG: Cursor: Cursor new position (14, 8)
  651. 39608 DEBUG: StateMachine: Temp State: ['move_camera']
  652. 39621 DEBUG: main: Current states ['ai', 'combat', 'move_camera']
  653. 39621 DEBUG: StateMachine: Temp State: ['pop']
  654. 39638 DEBUG: main: Current states ['ai', 'combat']
  655. 41638 INFO: Turnwheel: Add Action 284: ChangeHP
  656. 41638 INFO: Turnwheel: Add Action 285: ChangeHP
  657. 41638 INFO: Turnwheel: Add Action 286: RecordRandomState
  658. 41638 INFO: Turnwheel: Add Action 287: RecordRandomState
  659. 44086 INFO: Turnwheel: Add Action 288: ChargeAllSkills
  660. 44086 INFO: Turnwheel: Add Action 289: GainWexp
  661. 45446 INFO: Turnwheel: Add Action 290: HasAttacked
  662. 45446 INFO: Turnwheel: Add Action 291: Message
  663. 45446 INFO: Turnwheel: Add Action 292: Message
  664. 45446 DEBUG: Interaction: Azna is dying.
  665. 45447 DEBUG: StateMachine: Temp State: ['pop', 'wait', 'dialogue', 'dying', 'dialogue']
  666. 45462 DEBUG: main: Current states ['ai', 'wait', 'dialogue', 'dying', 'dialogue']
  667. 45462 DEBUG: Dialogue: Dialogue Current State: Processing
  668. 45462 INFO: Dialogue: Script line to parse: ['m', 'Brave Story 61']
  669. 45462 WARNING: Dialogue: Couldn't find music matching Brave Story 61
  670. 45462 INFO: Dialogue: Script line to parse: ['u', 'Azna', 'FarRight']
  671. 45478 DEBUG: Dialogue: Dialogue Current State: Waiting
  672. 45750 DEBUG: Dialogue: Dialogue Current State: Processing
  673. 45750 INFO: Dialogue: Script line to parse: ['s', 'Azna', "I can' fall here... I still need to redeem myself... Arya...{w}", 'auto']
  674. 45766 DEBUG: Dialogue: Dialogue Current State: Displaying
  675. 48406 DEBUG: Dialogue: Dialogue Current State: Processing
  676. 48406 INFO: Dialogue: Script line to parse: ['set_expression', 'Azna', 'Full_Blink']
  677. 48406 INFO: Dialogue: Script line to parse: ['r', 'Azna']
  678. 48422 DEBUG: Dialogue: Dialogue Current State: Waiting
  679. 48677 DEBUG: Dialogue: Dialogue Current State: Processing
  680. 48677 DEBUG: GeneralStates: Ending dialogue state
  681. 48677 DEBUG: StateMachine: Temp State: ['pop']
  682. 48694 DEBUG: main: Current states ['ai', 'wait', 'dialogue', 'dying']
  683. 49110 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x00000000093FDB80> Azna (14, 8)
  684. 49111 INFO: Turnwheel: Add Action 293: Die
  685. 49126 DEBUG: StateMachine: Temp State: ['pop']
  686. 49142 DEBUG: main: Current states ['ai', 'wait', 'dialogue']
  687. 49142 DEBUG: Dialogue: Dialogue Current State: Processing
  688. 49142 DEBUG: GeneralStates: Ending dialogue state
  689. 49142 DEBUG: StateMachine: Temp State: ['pop']
  690. 49142 DEBUG: UnitObject: Bandit <Code.UnitObject.UnitObject object at 0x0000000009471910> waits
  691. 49142 INFO: Turnwheel: Add Action 294: Wait
  692. 49142 DEBUG: StateMachine: Temp State: ['pop', 'dialogue']
  693. 49142 DEBUG: Dialogue: Dialogue Current State: Processing
  694. 49143 ERROR: main: 'NoneType' object is not subscriptable
  695. Traceback (most recent call last):
  696. File "C:\Users\Admin\Desktop\FEstuff\lex-talionis\main.py", line 116, in <module>
  697. main()
  698. File "C:\Users\Admin\Desktop\FEstuff\lex-talionis\main.py", line 43, in main
  699. run(gameStateObj, metaDataObj)
  700. File "C:\Users\Admin\Desktop\FEstuff\lex-talionis\main.py", line 64, in run
  701. mapSurf, repeat = gameStateObj.stateMachine.update([], gameStateObj, metaDataObj)
  702. File "C:\Users\Admin\Desktop\FEstuff\lex-talionis\Code\StateMachine.py", line 198, in update
  703. update_output = self.state[-1].update(gameStateObj, metaDataObj)
  704. File "C:\Users\Admin\Desktop\FEstuff\lex-talionis\Code\GeneralStates.py", line 2096, in update
  705. self.message.update(gameStateObj, metaDataObj)
  706. File "C:\Users\Admin\Desktop\FEstuff\lex-talionis\Code\Dialogue.py", line 199, in update
  707. self.read_script(gameStateObj, metaDataObj)
  708. File "C:\Users\Admin\Desktop\FEstuff\lex-talionis\Code\Dialogue.py", line 134, in read_script
  709. if (self.if_flag or self.handle_if(line, gameStateObj, metaDataObj)) and (not self.do_skip or not (line[0] in self.skippable_commands)):
  710. File "C:\Users\Admin\Desktop\FEstuff\lex-talionis\Code\Dialogue.py", line 156, in handle_if
  711. truth = eval(line[1])
  712. File "<string>", line 1, in <module>
  713. TypeError: 'NoneType' object is not subscriptable
  714. 50164 DEBUG: Engine: Created save point from ./Saves\L1T3b.p
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